As background I have a Master's Degree in AI from a large University and do have some experience with programming AI and emergent behavior.
Press "x" to doubt.
As background I have a Master's Degree in AI from a large University and do have some experience with programming AI and emergent behavior.
One of the "strengths" of the game is the exploration. Having every fucking thing marked on the map kills most of the reason to explore in the context of gameplay.Strongly disagree with the idea of removing quest markers.
I don't want to wander around every nook and cranny looking for quests!
I want to go to the next Side Gig.
One of the "strengths" of the game is the exploration. Having every fucking thing marked on the map kills most of the reason to explore in the context of gameplay.
Marking gigs is fine as long as you get it from the fixer first, instead of having them magically there waiting for you when you start the game.
Yeah. So CDPR probably didn't go with "radiant" or procedural quests because at one point they claimed they didn't do fetch quests, obviously referencing the Bethesda-style radiant stuff which hit new lows in Fallout 4.Procedural vs static quests
What CDPR ended up with for the open world content is no better than radiant quests, so either way they need to re-evaluate their approach and priorities.In actuality you'll find dozens of people describing how Radiant quests are detrimental to storytelling.
Then you can go directly to the fixer or get a phone call when they have something ready.I'm here for the quests not the exploration. Night City is nice and all and beautiful to look at but I want to get to my next job and not miss any.
I disagree. You can have a general framework, and run procedures to "tweak the story", as I have mentioned. If your procedural game is bad, it's because either you used procedural techniques in the wrong ways, or you have shitty procedures.
"All problems of intelligence are problems of search" is an axiom and a truism of AI. It is absolutely possible for a well-designed algorithm to understand and design good stories. Hell, you could program the basic tenets of a hero's journey from Joseph Campbell's classic book on hero archetype stories, "The Hero With a Thousand Faces", give it a bunch of cyberpunk story elements and characters, and have it spit out a ton of valid and dramatic main story plots. Use something like a genetic algorithm to compare the plots back to some objective function test designed by the devs for the kind of story they want to tell, and you can quickly zero in on a number of awesome plots.
Obviously not as simplistic as I just described, but no more complex than the genetic algorithm classifier system I designed for my Master's thesis, that taught a simulated jet airplane to get better over time at avoiding missiles shot at it.
In my arms ! I posted yesterday about thatOne of the "strengths" of the game is the exploration. Having every fucking thing marked on the map kills most of the reason to explore in the context of gameplay.
Marking gigs is fine as long as you get it from the fixer first, instead of having them magically there waiting for you when you start the game.
Yes, I have a good grasp of story telling. Please re-read my post; I did not call for all elements to be procedurally-driven. I only described that within the broad arc of the main story, there are *many* good and compelling story ideas that lead to high drama and in some cases better stories than the "canned" static story we have now. What if Johnny is, all along, a villain? What if he and Alt are working together together to feed you to her so Johnny can have your body as a "vessel" for both he and Alt to walk the Earth once again? What if Hanako is really a good-at-heart altruist who knows about Johnny and wants to help you thwart him? There is huge latitude within the dramatic structure of "you are dying and Johnny is stuck in your head with you" to make many good stories.
If I want a set story with pretty graphics I will read a graphic novel. From an open world RPG computer game, I think the goal should be to surprise and delight the player. Not just on the first play through, but on *every* play through.
Press "x" to doubt.
These static systems have to go. When during Night City Wire the project lead said he had devs literally placing individual pieces of trash, I died a little inside as a person with an AI programming background. We have computers so that we can program them to do all these menial tasks for us. Work smarter not harder, CDPR!
I'm here for the quests not the exploration. Night City is nice and all and beautiful to look at but I want to get to my next job and not miss any.
@FLyingMonkeyPaints
You sure you want to show of the title of your thesis and the university, when you don't want people to know your name? Because you know how easy it is to look such things up, right?
sooo in few world you want simply another game, its impossible to add all the things you want in an already created game, you need totally a new game, if (but impossible) they add all you ask you will likely encounter ton of bugs, in italy we say "tra il dire è il fare c'è di mezzo il mare"
So you want Assassins Creed in 2010.
Millions of icons on a map that served nothing but filler
I am familiar with how the internet works, lol. I don't think knowing my name really is a problem, if somebody really wants to look it up. It's all public record in the University library. If folks want to cyberstalk me because of a post on a game forum, whatever.
If I want a set story with pretty graphics I will read a graphic novel. From an open world RPG computer game, I think the goal should be to surprise and delight the player. Not just on the first play through, but on *every* play through.
So you want Assassins Creed in 2010.
Millions of icons on a map that served nothing but filler
Strongly disagree with the idea of removing quest markers.
I don't want to wander around every nook and cranny looking for quests!
I want to go to the next Side Gig.
Your solution is all the filler is invisible. Which is worse.
This should definitely be in the game, at least as part of a customizable HUD, so players can pick and choose what they prefer. Mini-map, Compass, or both.Nope.
You have icons appear as you get close. Sometimes you would just have a question mark until you discover what it is.
Eliminating the minimap and using a compass makes things also way more immersive because you are staring at the world instead of a 3x3 minimap and a gold arrow