Quote Originally Posted by Commander_Justitia View Post
Not sure what you describe as "AI".
Let's not get too caught up in semantics over what's "real AI" or not. Jeeq is still using the term AI correctly regardless of modern computing using the term for general AI as opposed to games using scripted "AI". I wouldn't be opposed to it being called scripted intelligence (SI) instead, but everyone and their mother has been calling computer controlled characters AI for decades, so any other name for it would just be confusing at this point.

Semantics aside; I'm of the similar opinion that dungeons have less complex mechanics partly thanks to Duty Support/Trusts and their AI either not being able to handle them, or would lead to less interactive gameplay if they could. The 2nd Snowcloak boss being a good example you provided; it'd require the AI tank to decide a snowball to aim the boss at (it's not hard to decide to aim for a larger snowball, just tell the bot to aim for the snowball with the highest "size" value), and another AI bot to smack the snowball towards the boss when it's charging up its AoE (tell the bot to smack the ball with the biggest size value from an angle that aims at the boss). This isn't impossible to make, just cumbersome, and the end result really just lets the player not have to actually interact with the mechanic because the computer will do it for you.

I think Square just doesn't want to program for these unique mechanics rather than it being "impossible". Easier for them to just redesign the boss from the many design templates they probably rely on and call it a day.

The biggest problem with modern dungeon design though is just their current design directives and philosophy. They're too concerned with shoving a bunch of "think fast" AoEs where you can't stand still for 3 seconds, with which they'll justify obliterating caster design.