GS: We know that the original games' artificial intelligence, which defaulted to a highly autonomous setting that some critics felt "made the game play itself," was another feature that met with mixed reactions from fans. When we last spoke with the team, it seemed that the goal was to adjust character AI to make sure the game remained streamlined, but also allowed players enough control to feel involved in the action. How has this balancing act been working out in practice? KL: Balancing this has been an interesting experience. Our first step was to try taking away all character automation. When we did that, many players felt that the party was too unresponsive and was not acting as intelligently as they would expect. We're continuing to work on striking that perfect balance between enough automation that your characters don't feel unintelligent, but not so much that the party does your work for you.
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