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NPC's and Their A.I.

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  • #31
    Need something like a combination of GTA street walkers + Skyrim Roles + Sims randomnes. Where they are not static just sitting there brain dead like the witcher or Deus EX:HR/MD. They should move around and do things, but also have roles they are doing. Skyrim did this a bit where they would move around, do work, eat, drink..etc which is a huge improvement to just aimlessly walking around, but it was also limited. I actually think the sims was really good in this, they had traits that affected what they did which made them unpredictable so you never knew for certain what they would do. Something that combines all these together would be great. NPC's have a "default" path, but they could have traits that will alter their behavior. Traits, like home location, job, family (wife, daughter..etc), friend, enemy, favorite foods, hobbies..etc. That would be pretty cool.

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    • #32
      Obviously some level of reactivity on the part of NPCs would be great. Even it's as simple as running for cover if a fight happens in the vicinity. It wouldn't be too difficult to code some canned responses to being spoken to by a character, how relevant such responses might be is debatable because it's impractical to have an AI that can parse the characters sentences ... tho the NPCs could react to certain pre-defined keywords.

      But even if NPCs aren't reactive just having then do something besides stand there or walk in circles would be better then nothing.

      The problem (more in the past) with consoles and AI has been RAM, compared to your typical PC consoles didn't have much and developers had to prioritize what was most important to the game. That's less of a problem, but still an issue, with modern consoles.

      Keep in mind that the SIMs games are built with NPC activity and reactiveness at their core, it's the primary goal of it's developers. As much as I'd love to see similar in other games it's unlikely.
      "When you talk you are only repeating what you already know. But if you listen you may learn something new." - Dalai Lama

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      • #33
        I can see why it might be a challenge, but I will throw it up with a dream RPG. Even if it is GTA's spawning random people moving about, it is still a million times better than the witcher NPC's just standing there doing nothing most of the time. It does not need the complete complexity of the sims, just more than a fixed loop.

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        • #34
          Originally posted by Azriel7 View Post
          Need something like a combination of GTA street walkers + Skyrim Roles + Sims randomnes. Where they are not static just sitting there brain dead like the witcher or Deus EX:HR/MD. They should move around and do things, but also have roles they are doing. Skyrim did this a bit where they would move around, do work, eat, drink..etc which is a huge improvement to just aimlessly walking around, but it was also limited. I actually think the sims was really good in this, they had traits that affected what they did which made them unpredictable so you never knew for certain what they would do. Something that combines all these together would be great. NPC's have a "default" path, but they could have traits that will alter their behavior. Traits, like home location, job, family (wife, daughter..etc), friend, enemy, favorite foods, hobbies..etc. That would be pretty cool.
          What would be the point? Ignoring the massive amount of effort this would require for a city filled with thousands of npc's ( you're forgetting that games like Skyrim have 10-20 npc's in every city, and variety of overall world activities is far, far lower than in games like Witcher or GTA), would this really benefit game in some way?...this is not NPC Stalker 2077.
          What they can do, is work on AI complexity when it comes to reactivity to non scripted world events...given Night City's density of content/conflict, this would create incredible amount of unique emergent gameplay scenarios( more than any mini-game, for sure).
          With certain npc's they can break the rule though: characters playing larger role in storyline ( like with "companions", who can hang out at your place, more important characters etc) or when it serves a specific role in questline( playing important part in assassination quest, where it is required to study npc behavior).
          But all this for thousands of Joe/Jane Doe's...too much effort for too little benefit to the game.

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