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Skyrim: Of Havok Behaviour And Radiant Story

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Skyrim: Of Havok Behaviour And Radiant Story

Game News - posted by VentilatorOfDoom on Tue 18 January 2011, 14:37:05

Tags: Bethesda Softworks; The Elder Scrolls V: Skyrim

Thanks to Gameinformer we can learn how Bethesda is going to push the envelope even further, how they're enhancing their tech and how they're going to take the whole Radiant AI approach to a whole new level, to... the new pastures of gaming so to speak.

Havok Behavior is a flexible animation tool that allows the developers to rapidly prototype and preview new animations and blend them together seamlessly with a few mouse clicks and minimal code support. Bethesda is using it to create more nuance in character and creature movement, govern special effects, and even to control how characters struggle to move when trapped in environmental hazards like spider webs. Characters now transition more realistically between walking, jogging, and running, and the increased nuance between animations has allowed Bethesda to better balance the combat in both first- and third-person perspective by adjusting the timing values for swings and blocks depending on your perspective. “We definitely have made a significant jump in how it plays [in third person perspective],” Howard proclaims.
And a snippet on Radiant Story:

Before they started planning missions for Skyrim, Howard and his team reflected on what they liked about their older projects. They kept returning to the randomized encounters in Fallout 3 and Daggerfall. To build off the success of those models and improve the experience so the random encounters feel less forced or arbitrary, Bethesda undertook the ambitious task of constructing a new story management system dubbed Radiant Story. Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing.
“Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them,” Howard says. “Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before.”
Radiant Story. Will it function as well as Radiant AI?
Thanks to PlanHex.

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