Chris Park, le concepteur de AI War et homme-orchestre derrière l’enseigne Arcen Games a récemment accordé un entretien à Hellbored, interview dans lequel il revient sur les principales caractéristiques du jeu, l’accent mis sur le mode coopératif et une intelligence artificielle capable si ce n’est de damer le pion à tous les coups, du moins d’offrir un sérieux défi à un cyberstratége chevronné. On y apprend aussi que fort de son succès, AI War continuera de bénéficier ces prochaines années de nombreux DLC bonus, et même d’extensions payantes comme ce fut le cas avec le premier add-on sorti il y a peu, The Zenith Remnant (la seconde extension pour AI War est prévue vers fin 2010).
Au sujet de l’I.A. dans AI War, vous trouverez aussi sur le blog de son créateur une intéressante série d’articles publiés l’année dernière expliquant en détail le pourquoi du comment de la réussite de cette intelligence artificielle.
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How would you explain AI War: Fleet Command to somebody who has never played the game before?
AI War is an RTS/4X hybrid, centering around a conflict between the last survivors of humanity – you and up to 7 friends – against a pair of far-more-powerful AI opponents. It’s a David and Goliath simulator, in many ways, and challenges the human players to engage in careful strategic planning and guerrilla warfare. The tactical AI is becoming well known as some of the best around, which is important for a game like this, and the overall game design is built around emphasizing long-term thinking and tough choices on the players.
Aside from our focus on co-op, the unusual genre mashup, and our great AI, our other claim to fame is the incredibly high unit counts. Thirty thousand or more units are in most games, and they commonly reach double or triple that number. In one case, on very nice hardware, I actually know of a player who has over two hundred thousand units in his campaign. Most of those units belong to the AI, but the human players themselves are routinely moving vast numbers of ships around – one thousand to seven thousand ships is pretty much the normal range per human player – and we have a pretty innovative interface built around making that scale meaningful and easy to control. Rather than this just being a gimmick, we use it for the emergent behaviour in the AI, and to encourage group tactics in place of unit micromanagement on the side of the humans.
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L’interview se consulte directement sur cette page chez Hellbored.