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Re: Artificial Stupidity, and how to achieve it.
You may think this a strange admission from someone so ready to lay down the law on the subject of game design, but I can't identify the game behind the acronym GRAW.
The Passive mode you describe in that game certainly sounds as if it might qualify as artificial stupidity. If your passivated squad can't even seek cover, or defend themselves if attacked, what good does that do anybody? The suggestions you made earlier for such a mode in the Halo context are much more sensible.
What I like most about this concept is that, if thoughtfully implemented, it could provide a really useful degree of control with just one toggle switch. That fits my personal definition of good user interface design.