Tags: Elder Scrolls IV: Oblivion
There's <A href="http://www.warcry.com/scripts/columns/view_sectionalt.phtml?site=15&id=102&colid=6611">an interview</A> type article with <b>Ashley Cheng</b> of <A href="http://www.bethsoft.com">Bethesda</a> about some things in <a href="Http://www.elderscrolls.com">Elder Scrolls 4: Oblivion</a> over at <A href="http://www.warcry.com">Warcry</a>. It covers a lot of things like not following market trends and what not, size of the game, power gaming, and this:
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<blockquote>In past Elder Scrolls titles, particularly Daggerfall and Morrowind, NPC artificial intelligence has been a subject of some debate, with many gamers feeling the games were filled with generic, "cookie-cutter" NPCs. The folks at Bethesda are obviously aware of these complaints, and according to Cheng, it's been an area of focus for them. "We revamped the combat system to make it more visceral and exciting - we're re-written the animation system, too. But the biggest effort was the AI system. Radiant AI allows us to have advanced behavior on a massive scale. What other games have to script, our system just does on it's own."</blockquote>
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You know, the one thing that's always bothered me about NPC scheduling is that it's never felt any more real than NPCs that just stand around. The only difference is that you have to hunt down NPCs every time you need to talk to them. An NPC that just stands in his door is no less realistic than the NPC who brushes passed your character, the guy who's save the town a few times and who is probably injured from saving yet again, in order to pull their laundry off the clothes line.
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Thanks, <b>Mr. Teatime</b> of <a href="Http://www.duckandcover.cx">Duck and Cover</a>!
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There's <A href="http://www.warcry.com/scripts/columns/view_sectionalt.phtml?site=15&id=102&colid=6611">an interview</A> type article with <b>Ashley Cheng</b> of <A href="http://www.bethsoft.com">Bethesda</a> about some things in <a href="Http://www.elderscrolls.com">Elder Scrolls 4: Oblivion</a> over at <A href="http://www.warcry.com">Warcry</a>. It covers a lot of things like not following market trends and what not, size of the game, power gaming, and this:
<br>
<br>
<blockquote>In past Elder Scrolls titles, particularly Daggerfall and Morrowind, NPC artificial intelligence has been a subject of some debate, with many gamers feeling the games were filled with generic, "cookie-cutter" NPCs. The folks at Bethesda are obviously aware of these complaints, and according to Cheng, it's been an area of focus for them. "We revamped the combat system to make it more visceral and exciting - we're re-written the animation system, too. But the biggest effort was the AI system. Radiant AI allows us to have advanced behavior on a massive scale. What other games have to script, our system just does on it's own."</blockquote>
<br>
You know, the one thing that's always bothered me about NPC scheduling is that it's never felt any more real than NPCs that just stand around. The only difference is that you have to hunt down NPCs every time you need to talk to them. An NPC that just stands in his door is no less realistic than the NPC who brushes passed your character, the guy who's save the town a few times and who is probably injured from saving yet again, in order to pull their laundry off the clothes line.
<br>
<br>
Thanks, <b>Mr. Teatime</b> of <a href="Http://www.duckandcover.cx">Duck and Cover</a>!
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