
Originally Posted by
The Archivist
The main issue that a solo play variant needs to address, in my opinion, is finding a way to provide adequate competition without creating a hassle. Without either playing multiple characters by yourself or using an AI tool, really the only variable you have to generate competition is limiting time, similar to mercenary mode. But trying to "beat your score" doesn't mean anything unless you're using the same card pool over and over again, and no one wants to do that. Some people don't mind playing multiple hands/decks by themselves, but even those people will concede that all the shuffling and numerous piles are a pain.
That's basically why I developed the robot. You are quite right to observe that it involves the human player having to come from behind in order to win. The damage consistency and momentum of the robot serve as counterweights to human intelligence in deck building. I actually tried several versions of the robot that more closely imitated the "even" human experience you refer to (varying damage, not exploring every turn, etc.). You know what I found? The human will win every single time unless you build in other bonuses for the AI. But once you start doing that, you begin to defeat the purpose of the robot, which is to be intuitive in its design and easy to control. The final product that came out of this experiment is a tool that satisfies my needs for competition and convenience, but it may not necessarily work for you.
Solo play is a tricky nut to crack. The closer you get to a system that directly mirrors actual game play, the more complicated it becomes and the more time it takes. You also don't want to be in a position of having to make decisions for your "opponent" ... that taints the game play. So I guess the questions I'd ask you are: (a) What competitive aspects of the game do you want to capture in playing solo? (b) How complicated do you want the variant to be?