sinosleep wrote...
People have been ignoring it because EVERYONE wants better AI, and always has. And yet throughout the years what's been the standard solution to increased difficulty levels? Increased enemy health, accuracy, and numbers while gimping the player. If it was as easy as make better AI don't you think the industry would have done so by now?
This is not entirely accurate.
'Better AI' is not the "magic bullet" that can solve the difficulty problem. True, it is part of the solution, but it alone won't do much.
Barring better AI, there are many other things that can increase challenge above and beyond just "increasing the numbers". Increasing the complexity of an encounter is just one example.
I can explain what this means with a simple hypothetical.
Say on Normal difficulty you have a boss. He has shields, armor, HP and does X damage in a pretty straightforward fashion. Like normal, you can take away his defenses using normal means (guns/biotics/tech etc) and then kill him.
On Insanity the same boss can be changed as follows. He still has shields, armor, hp and does 1.5x damage, but now he has some new attacks and needs new techniques to defeat.
For example, you can't anymore take out his shields using just guns/tech, but instead, you need to position the boss next to/under some environment object then detonate that object. You can't just burn down his armor using 'normal' means, but now have to pull off a special combo using multiple powers to make a dent (e.g. he needs to be hit with a biotic attack first to stagger him, then hit with a tech attach to confuse him and only then do you get a X second window to damage his armor).
Furthermore, you can add that the boss now also randomly charges an ally or can randomly stasis an ally, forcing you to be smarter in timing when you want to pull off your "armor burn combo".
This is just a simple example I thought up right now. It by no means is the best one someone can come up with, but I think it shows what "increasing complexity" can mean. It doesn't really require better "AI", just better scripting, which is an easy task nowadays, and is being done in multiple places.
Similar ideas can be propagated to 'group' or 'swarm' encounters. Where on higher difficulty the enemy group now adds a few more variables for the player to manage, above just "I need to do more damage to them to get by".