Hack and Slash AI Combat Roles

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Authors: David Soler Bartomeu
Cited by: 0

Abstract

Designing engaging enemy groups in hack and slash games involves balancing complexity, challenge, and player agency. Presenting too many active enemies at once can overwhelm the player, breaking the flow state essential for an enjoyable experience. By contrast, under-challenging encounters risk boredom and disengagement. This chapter introduces a structured system that organises enemies into combat roles – Attacker, Support, and Reserve – based on a distribution of each enemy’s Combat Threat Score into defined player-facing gauges. This technique ensures a dynamic and adaptable enemy distribution that maintains challenge, fosters player concentration, and supports a more enjoyable flow in hack and slash combat scenarios.

Fields of Study & Subjects

Artificial Intelligence in Games Digital Games and Media Educational Games and Gamification

Publication details

Journal / source
CRC Press eBooks
Pages
25–32
Publication date
4 March 2026
Language
EN
Document type
Book chapter