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Why the AI in the latest GTs is so slow?! In comparison, Forza is far from perfection but at least it's competitive.
The irony of course is that the Drivatar system is, in essence, what Kazunori is talking about with regards to getting player data. That's what Forza's been doing for half a decade.
And, as anybody who's spent a decent amount of time with it will tell you, that's a problem.
If Drivatars are representative of the average player, well then the average player is pretty bad. That's not terribly surprising, really; the idea that most casuals playing FM/GT ram other (AI) cars or drive with poor lines isn't far-fetched. But if a program is drawing from the entire playerbase, then the majority will dictate how that ends up.
It unfortunately creates a bit of a negative-feedback loop, though. Say I'm running a race against argy-bargey AI drivers in FM7. The near-constant contact will transfer over to my Drivatar, who will then cause more issues for friends that race against him. I've never been entirely sure if the game counts all contacts or just tallies them up post-race (meaning Rewind could theoretically provide you a cleaner race — or way more contacts than seems possible in a single 15min go).
Out of the two problems — situational awareness, and outright speed — I'd think the latter is the easier one to solve. But the former is challenging because humans are so prone to errors. You have to find the balance between a robotic conga line and a parade of incompetence.