CGO heeft een artikeltje in elkaar gedraaid over de "The Wonderful Wizards of id". In het artikel wordt wat geluld over de gameplay in Q3A. Voor de vrolijkheid zijn er ook nog een paar leuke screenshots toegevoegd. Hier heb je een plak over de bots en AI:
The opponents that the player faces in each map are drawn from a pool that currently consists of 60 characters—20 different models with three different skins apiece. Some of the characters are human, some are cybernetic creatures reminiscent of Quake II. Others are just strange, such as a giant eyeball that walks on ape-like arms that sprout from the top of the bloodshot orb. In the single-player game, each character has a set group of attributes (such as reaction time and weapon preference) that define its ability and fighting style. When the player enters a level, the game selects one or more opponents from the list based on the player's current ranking in the game. The game will adjust its selection dynamically to present adept players with more challenging opponents or to provide a break to the less skilled. Even in the game's current alpha state, the AI bots performed remarkably like human players, and the higher ranked bots proved to be challenging opponents. "Making bots that are challenging isn't tough," programmer and bot guru John Cash confides. It is a simple matter to create bots with inhuman reaction times or the ability to track players anywhere on the map. Cash's bots do not "cheat," however—their perceptions are restricted to their field of vision (the arc of which can be increased or decreased to present a greater or lesser challenge), and they are hampered by adjustable reaction times that prevent them from firing the instant the player is visible. Unlike bots in most other games, Cash's creations do not navigate the level by following a series of waypoints. They examine map geometry at runtime, classify areas as passable or impassable, and calculate efficient routes through the map. "It adds a bit to load times," Cash admits, "but it makes all the difference to how the bots perform." One thing that will not make it into the game is a character class structure. The team toyed with the idea, but eventually found it to be unworkable in a deathmatch environment.