sv3672;n9956361 said:
...assuming the engine is indeed replaced, the question is what would the new engine be...?
I really don't think they need a "new engine". Let me state something clearly (just to make myself and my stance clear): the Gamebryo / Creation Engine is, like, the single greatest thing to hit CRPG gaming since
the idea of a computer RPG. Not that other engines haven't done certain things much better since, but it's basically the granddaddy of fully 3D, open-world gameplay.
Basically, it's a game-building template. Everything you can imagine
is already there (literally) in some form. Getting it to
work, though...that's a different bag of narwhals.
The issue I have is that...oh...back in 2-0-0-6, when I bought
Oblivion, 1.0, retail...there was...this
bug. See...if I wandered into an area where distant LoD (like a tall tower ruin on the horizon) needed to be replaced with closer, more detailed LoD...it...just...wouldn't happen. The model would vanish out of the world, and I would
amble forward, at a "
Bethesda Walk" (read: dragging myself forward
by my lips)...until the whole...tower-fort...complex...spawned into the world
2 FEET in front of my face.
The last time I encountered this, particular issue was...
(frantically searches his database)...in...FALLOUT FRICKIN' 4. Back Bay Area. Near Trinity Tower.
2017 - 2006 = 11. 11 years. Hold on...highlighting...
11 @#$%!NG YEARS.
The
same bug has persisted for
eleven (11), bleep-a-doodle years. Over
five (5) titles.
There is...a problem here.
Bethesda needs to bring their engine current with the potential of modern hardware. I would be fine with
new bugs (and new bugs will
always arise when trying new things). But basically, the Creation Engine is Gamebryo with strobe lights duct-taped all over it and several layers of cosmetic surgery applied. Time to
do the job properly.
The idea of Gamebryo is PHENOMENAL.
It needs its guts rearranged for the modern world. But, I have come to accept that we're probably never going to see that.
sv3672;n9956361 said:
That would be a huge city, actually, Novigrad in TW3 is probably not even one square mile. On this map, a diagonal line from the NW corner to SE would be very roughly 10 km, I think.
Good point. I got lost in Novigrad, uhm, several times. During my last playthrough. This is my 5th playthrough. Cities probably don't need to be bigger than Novigrad. (But if they were...I would LOVE that. Being able to get lost
in individual districts?
aaaAAARRRGGGHHHhhhaaahhh...)
sv3672;n9956361 said:
Random non-interactable civilians on the streets do not really need to be persistent...
They
would need to be persistent to take the load off the CPU and pre-cache each region into RAM, ensuring the most efficient streaming of "load areas" within that cached region. This is clearly up for debate. I am personally of the mindset that I would rather have longer initial load-times rather than experience "stutter" or "lag" during play. So, if NPCs were pre-configured
to the nuance, that would, unfortunately, have to be
pre-cached. Longer load times. (Realistically, I think we're looking at about 1-2 minutes of real time between areas given modern specs.) The trade-off is that, if the region happens to experience a "random event" (e.g. dragon / vampire / Wild Hunt / Stormcloak / Empire / etc. attack)...the response would be
seamless and
instantaneous. You would be able to hear a rumble of discord from another area, carried on the breeze. People around you would start reacting in real-time, believably. Pausing. Listening. Staring to titter among themselves. They would break off into groups, gather their children, run for cover, ask guards what was going on...
seamlessly.
Because it had already been loaded into memory.
But that would require, probably, more than 1 minute for high-end systems...maybe more than
2 minutes for low end systems...
every time you changed between most areas.
If not, NPCs could have to be streamed according to an algorithm. They would be given randomized names, clothing, etc., and there would be no persistence between loads. This massively shortens load times, but also means that they would function exactly like "extras" in GTA, Assassin's Creed, etc. There would be no defined "community", just lots of bodies randomly assigned idles.
It's a hard sell. I'd be asking players to
trust me that the trade-off is worth it. But I believe it would be. Once a player got a taste of their first large-scale event...I think they'd jump for joy at the execution.
And, as time / technology got on...the inconveniences would disappear. Transitions would become instantaneous...and NEW players would be far more prone to pick this "old" game up.
sv3672;n9956361 said:
Or it can be done in a mixed way, pedestrians are not persistent, but NPCs inside buildings are remembered.
...and this is a
great suggestion. Not sure. Would it be beneficial to have a "core" of established NPCs...and random NPCs that you meet only occasionally as they wander the streets. Perhaps...the best of both worlds?
Snowflakez;n9956501 said:
Well, in this case, you'd probably be able to "interact" with them in that you press E on them and they give some random line of dialogue.
It would be expected, I guess. Most importantly, I would occasionally have NPCs approach
you. (For a reason, not just spewing random dialogue if you walk into their detection range.) Based on your class / skill / rank, various NPCs would be more / less likely to engage you for various purposes.
So...
I'm a level 12 Thief, known as a wanted man throughout this area. NPC "tough guys" try to interact with me (at random!). When they start "talking shit", I'm given the option of staring them down...inviting combat. Or drawing a weapon with a flourish...discouraging combat. Or uttering a snarky response...encouraging a dialogue duel. Or whistling for "unexpected allies"...creating a faction-specific resolution. Or doing some clever sleight of hand move to dazzle them...resulting in a skill-based outcome.
Random interactions like this should be a chance for the player to further establish their characters.
Snowflakez;n9956501 said:
Additionally, all houses (In his suggestion) would be enterable, just procedurally generated, but persistent.
Yup. More or less like Morrowind / Oblivion / Fallout 3 / Skyrim / Fallout 4...just multiplied many times and not so carefully hand-crafted.
Snowflakez;n9956501 said:
One key thing is the AI's daily schedule. This is a huge part of Bethesda RPGs. It's not super in-depth, but they have jobs, they relax at the inn, sleep/eat at home, etc. - this is all important stuff. The game indeed only needs to process stuff in a certain visible radius around the player, but it's still something to consider. Working in existing elements of Bethesda games into this new hypothetical system would go a long way towards making the environments more believable and fun.
PRECISELY what I want to improve.
I want to rob a warehouse. I wander into it at 4:00 am...and I encounter one, sleepy but dangerous-looking guard ready to end his shift. If I show up at 2:00 pm, I get 5 security guards on pretty high alert. They're not looking for trouble...but they're not looking to negotiate either. If I arrive at 9:00 pm, there are two guards. One is young, and really serious about the job. The other is a 50+, retired vet of the military, jaded beyond belief and willing to hand over anything for the right sum.
How do I play this...?
Snowflakez;n9956501 said:
Set dressing NPCs (NPCs without schedules or homes) are fine in games like Assassin's Creed, but they are less effective in a Bethesda rpg, for the reasons I've stated (having enterable houses, for example).
No NPCs without homes. All NPCs are
final. If someone dies...they're gone forever. How to deal with that loss...positively or negatively...is up to the player. I'd also have a light system "burying the dead". If people die in an attack, you'll find funeral services, new graves, pyres being built after the battle. If a whole family is wiped out, their house gets boarded up and abandoned. That sort of thing. Conversely, if their homes are burned in a battle or something, they appear as beggars on the street, maybe tents and camps of squatters start to appear outside the walls of the city, a community of impoverished begin to inhabit the sewers, etc. Something that reflects the impact of events.
Snowflakez;n9956501 said:
One solution would be to build off of what you suggested at the end - not only are pedestrians inside buildings remembered, but they have AI. They go to the inn, you can see them around town, etc (again only if they are in a certain radius). We could say at least 1 NPC for each accessible building (Which would be most of them, probably), but you can still have plenty of "ignorable" NPCs just milling about the city that are not remembered, and don't have AI schedules.
Snowflakez;n9956501 said:
One thing that could be really neat is having player-activated AI/personality packages...[marriages]
Yep! Spot on. That's kind of what I would try to do procedurally, then tweak. So, I create a leveled list of all possible NPCs, looks, clothing, jobs, possible schedules, etc. The system generates everything. Populates houses, creates families, schedules, etc. Then, it's just a matter of wandering around in-game and looking for "oddities" and fixing those particular NPCs. I think it would be necessary to have everything repeat according to a 24 hour clock, though. (Just to keep things reasonable and avoid bugs.)
So, you could show up at a house. At 6:00 am, the husband leaves. The kid runs off for lessons at 7:00, comes back at 3:00. Wife goes to the market at 8:00-2:00. If I follow the husband around, he can be found hauling crates at the docks between 7:00-12:00. He sits in a group of ~20 other workers and has lunch from 12:00-1:00. Hauls crates again between 1:00-5:00. Goes to a tavern between 5:00 to 7:00. Ambles home half-drunk at 7:00. Can be found passed out in his bed between 8:00 pm and 6:00 am. (But that would repeat every day.)