![ghost recon wildlands characters ghost recon wildlands characters](https://i.pinimg.com/originals/00/b4/8c/00b48c215a7dbd49054c2dd70e92403d.jpg)
This includes being able to spot targets for the player, synchronised kill shots of multiple enemies on your command as well as holding their own when everything goes loud.
#GHOST RECON WILDLANDS CHARACTERS SERIES#
The AI squadmates throughout the Ghost Recon series are built to support the player and reinforce the experience of a being a covert operative that sneaks into installations and eliminates opposing forces.
![ghost recon wildlands characters ghost recon wildlands characters](http://www.savegameworld.com/wp-content/uploads/2017/09/PC-Tom-Clancy´s-Ghost-Recon-Wildlands-SaveGame.jpg)
It's an interesting design problem and it's arguably one of the most prominent examples in recent memory where an AI frequently cheats, not because it needs to be able to do what you expect of it, but because as players we have a low tolerance for their failure. This ghost squad needs to be able to respond to player commands and react to the world around them, but also maintain the power fantasy that the game delivers as you stealthily take down entire enemy command posts, or roll in with an attack helicopter and blow everything to pieces. In this article I'm going to talk about the three AI-controlled non-player characters that work alongside the player when playing Ghost Recon Wildlands offline: Holt, Midas and Weaver. And this brings me to Ubisoft's 'Ghost Recon Wildlands': an open-world action game released in 2017 that has players slowly dismantle the Santa Blanca drug cartel. It might sound counter-intuitive, but by limiting a characters behaviour, or giving them knowledge and skills they shouldn't otherwise have sometimes makes sense in reinforcing the players experience. Alien Isolation's Xenomorph that has short range sensors in the back of its head and a director that always knows where you are, the enemies in Far Cry that become less accurate the more that are fighting you, or the demons in DOOM that patiently wait their turn to tear you to shreds. We make tweaks gameplay systems or concessions in how a certain feature is built to reinforce the pillars of the games design and this applies just as much to non-player characters.
![ghost recon wildlands characters ghost recon wildlands characters](https://oyster.ignimgs.com/mediawiki/apis.ign.com/ghost-recon-wildlands/0/09/GRWL_MainPagePic01.jpg)
Now sometimes in order to pull that off, we have to cheat a little bit. When creating a video game we're driven by a desire to craft a fun and interesting experiences for players: to put them in new scenarios or retread familiar ones. If you like my work please consider supporting the show over on Patreon for early-access and behind-the-scenes updates. AI and Games is a crowdfunded series about research and applications of artificial intelligence in video games.