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Game News Skyrim: Of Havok Behaviour And Radiant Story

VentilatorOfDoom

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Tags: Bethesda Softworks; Elder Scrolls V: Skyrim

<p>Thanks to Gameinformer <a href="http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=1" target="_blank">we can learn</a> 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.</p>
<blockquote>
<p>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. &ldquo;We definitely have made a significant jump in how it plays [in third person perspective],&rdquo; Howard proclaims.</p>
</blockquote>
<p>And a snippet on Radiant Story:</p>
<blockquote>
<p>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.</p>
<p>&ldquo;Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them,&rdquo; Howard says. &ldquo;Now there is a template for an assassination mission and the game can conditionalize all the roles &ndash; 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.&rdquo;</p>
</blockquote>
<p>Radiant Story. Will it function as well as Radiant AI?</p>
<p>&nbsp;</p>
<p><em>Thanks to PlanHex.</em></p>
 

racofer

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So now we can have random shop owner A requesting that you murder shop owner B because of competition, so there you go and murder shop owner B but shop owner A doesn't take over the other shop and instead the owner is replaced by another generic shop owner which in turn asks you to murder shop owner C and there you go and murder shop owner C and then the new shop owner C murders shop owner A and then you realize they were all voiced by the same VA and in fact all you realize you've been killing the same guy all the time which was in fact ordered by the same guy who you just killed and since they're the same the guy was in fact committing suicide all the time but they were supposed to be different persons yet they are the same so you did nothing important at all you just killed the same guy three time because the other guy which is in fact the same guy ordered you to kill the other guy which is him so there you did it but nothing changed because in the end the three guys which are the same guy are still alive so you wasted your time but still bethesdurr came up with the best game feature ever since radiant ai which is nothing but a bunch of not so random scripts advertised as something really complex which in fact it is not.
 

.Sigurd

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The new Havok feature sounds cool. Maybe is something like that thing they used in GTA IV. On the other hand you have this Radiant Story that sounds just like plain bullshit.
 
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GameInformer sure paid a lot to get all the exclusive informations or was it the other way around? However, they both profit from it. It's a win-win situation.
 

DraQ

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Radiant story would be more interesting and believable if it wasn't for the fiasco that was Radiant AI.

If it was old Bethesda or some other studio with good track record in terms of procedural generation, I'd fap.

For the same reason I'm less than enthusiastic about Havokwhatever. Physics, animations and AI are things Bethesda has consistently failed horribly at even back when it was good.

There is a pattern here:

Beth flaunted its totally awsum RAI -> it sucked balls.
Beth flaunted its totally awsum implementation of Havok -> it sucked balls.
Beth didn't exactly flaunt its animations -> they suck balls anyway
Now, Beth flaunts its totally awsum combo of animations and physics -> ???
 

Xor

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I have a feeling that even if their new havok technology could produce better animations, Bethseda will fail to do so because they're incompetent. As for "Radiant Story", it sounds completely retarded and I have a feeling it was a kneejerk reaction to all the bitching that you could do every quest in Oblivion with the same character - now there are a bunch of random quests so you'll never be able to do them all! Problem solved.
 

potemkin

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I hope they implement proper support for mods with dependency management, conflict resolution and powerful scripting languages like Lua.
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
DraQ said:
Beth didn't exactly flaunt its animations -> they suck balls anyway

Yes they did. Forgot about that fat chick with the horse already?
 
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Xor said:
I have a feeling that even if their new havok technology could produce better animations, Bethseda will fail to do so because they're incompetent. As for "Radiant Story", it sounds completely retarded and I have a feeling it was a kneejerk reaction to all the bitching that you could do every quest in Oblivion with the same character - now there are a bunch of random quests so you'll never be able to do them all! Problem solved.

I suspect that just like Radiant AI it has some good ideas on paper, but the claims they are making are from their design wish-list rather than what they've actually managed to implement in a stable product. With the hyping of Radiant AI, it seemed like their marketing was just running with the kind of design doc that they'd have drawn up when development first started, which is ALWAYS cut to hell by the time the game is finished. It's why new developers never deliver what they're claiming - they've been publicising their original design goals without realising that they aren't going to be more than a rough guide of the final product, whereas established developers know not to release that stuff due to the inevitable later disappointment.

Thing is, Bethesda did worse than just release/publicise it's early design goals regarding radiant AI. It actively promoted them as if they had managed to implement them into the game. And people say Molyneux has a habit of hyping games based on his wishlist rather than what he can implement...
 

Leimrey

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So Radiant AI is nothing more than random generated quests with some additional character background checks thrown in for the lolz? Mite b cool. I'm sure the randomness factor will result in some pretty insane/ball-crushingly hard shit that will at least provide some good greentext stories on 4chan.
 

Xor

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Don't forget their obviously faked demonstrations of RAI to help hype Oblivion in the months leading to its release.
 

Jaesun

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Moar like Radiant LIES!

Anyways, WHAT ABOUT THE SOIL EROSION???? That is what made Oblivion hands down, the most immersive and epic element in a RPG ever.
 

Luzur

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Jaesun said:
Moar like Radiant LIES!

Anyways, WHAT ABOUT THE SOIL EROSION???? That is what made Oblivion hands down, the most immersive and epic element in a RPG ever.

you will never look at dirt the same way, trust me.
 

Admiral jimbob

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I'm betting on that being more than balanced out by the "tailoring it to your character" factor, which just screams Oblivionesque scaling - at least within these quests - at me. Would love to be proven wrong.
 
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racofer said:
So now we can have random shop owner A requesting that you murder shop owner B because of competition, so there you go and murder shop owner B but shop owner A doesn't take over the other shop and instead the owner is replaced by another generic shop owner which in turn asks you to murder shop owner C and there you go and murder shop owner C and then the new shop owner C murders shop owner A and then you realize they were all voiced by the same VA and in fact all you realize you've been killing the same guy all the time which was in fact ordered by the same guy who you just killed and since they're the same the guy was in fact committing suicide all the time but they were supposed to be different persons yet they are the same so you did nothing important at all you just killed the same guy three time because the other guy which is in fact the same guy ordered you to kill the other guy which is him so there you did it but nothing changed because in the end the three guys which are the same guy are still alive so you wasted your time.

"Skyrim" a video-game by Samuel Beckett
 

oneself

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Sounds like they don't have much time left and decided to let the quests/storyline handled by the Radiant AI, to focus more attention on improving the graphics.

It's all about the graphics.
 

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