Non-Edgy Gamer
Grand Dragon
- Joined
- Nov 6, 2020
- Messages
- 17,656
Oh, so you want dynamic gay romances now?At least that gay romance happened dynamically
Oh, so you want dynamic gay romances now?At least that gay romance happened dynamically
If you'll stop posting like a redditor, I'll stop rating you as one.@Non-Edgy Gamer calls me a redditor, but can't help himself from putting a rating on every single post he doesn't agree with.
Because bringing up the bear over and over again isn't something a redditor would do.If you'll stop posting like a redditor, I'll stop rating you as one.
You don't want games to push hardware to it's limits? And no, I'm not talking about unoptimized, bloated textures and effects that melt your 12gb Vram GPU and take up 200gb of hard drive space.NPC schedules has always been BS nobody cares about. First game that hyped it was Shenmue I think? And then for many years studios like Bethesda did the same shit and hyped it.
It is literally a waste of resources to have every single npc character have a schedule and move around the city. I would much rather have reactivity in an rpg that such crap - the single biggest selling point being hyped on this game. I would wager this is one of the things BG3 is doing right.
It is literally a waste of resources to have every single npc character have a schedule and move around the city. I would much rather have degenerate cutscenes in an rpg that such crap - the single biggest selling point being hyped on this game. I would wager this is one of the things BG3 is doing right.
Don't forget to add the part about Larian having pedigree, and that they would never crunch because they are the heroes!
Fixed for BG3 fans.
NPC schedules has always been BS nobody cares about. First game that hyped it was Shenmue I think? And then for many years studios like Bethesda did the same shit and hyped it.
It is literally a waste of resources to have every single npc character have a schedule and move around the city. I would much rather have reactivity in an rpg that such crap - the single biggest selling point being hyped on this game. I would wager this is one of the things BG3 is doing right.
BG3 seriously lacks emergent gameplay, and only gives you the illusion of choice. It's much more on rails than you think. Nothing happens without the developers and writers say-so. That is just boring and regressive when we've had the possibility for much more for years now, but problem is we have a gaming public who are accustomed to games not innovating and only reaching for the status quo, and developer crunch is the boogey man.
I want everything, all of it.What is so good about schedules? Are you one of those dudes that liked following oblivion npcs and admiring their day to day activities? Did that make it a good game? Was it better to invest in that other than have non-linear quests and actual roleplaying?
He probably is. He even nutted out when I suggested that most D&D players don't do this in PnP.What is so good about schedules? Are you one of those dudes that liked following oblivion npcs and admiring their day to day activities?
Overall plot structure still seems to be linear, but it has branching pathways. E.g., there seem to be two routes to get to Moonrise Tower, and you can choose to get there by helping the druids, the goblins or neither. You can also choose whether or not to help the tieflings in the process, or to kill them.That what we are getting what, this might be one of the least linear rpgs ever developed and production values to top it off.
And this is why I said you want the game to be Oblivion. Because you do.I want an RPG world where my character isn't the only one in the world going about their business doing things. I want to run into different NPC's in different places, doing different things every time, or sometimes running into familiar ones in unexpected places. I want all of this while still having non-linear quests and actual roleplaying.
Barbarians can intimidate goblins into eating shit.
I wanted a Baldur's Gate 3 that was ambitious. But the BG3 we're getting is ambitious in marketing alone.And this is why I said you want the game to be Oblivion. Because you do.
If it makes you feel better, this stuff has been in RPGs since BG2. And before it, actually.Every now and then I think maybe Drakortha is right and the hobby has passed me by.
If it makes you feel better, this stuff has been in RPGs since BG2. And before it, actually.
Not sure if it was the first, but Ultima V was the first game I remember using it, that was in 1988 on a C64.NPC schedules has always been BS nobody cares about. First game that hyped it was Shenmue I think?
What is so good about schedules? Are you one of those dudes that liked following oblivion npcs and admiring their day to day activities? Did that make it a good game? Was it better to invest in that other than have non-linear quests and actual roleplaying?
The issue is that all of this can be done without AI. BG2 didn't have real schedules or an AI, but it had such quests. BG3 also has a quest to intercept agents of the Absolute en route to Moonrise. Again, no AI needed.Schedules can be used for game purposes, especially with stealth and infiltration.
No thanks. I don't find rehashing old takes interesting, why do you?I want to take a moment out of your day to shill a youtube channel i stumbled over recently. This has to be the last based channel on the entire plattform and i thought you might want to check it out before it inevitably gets shoa'd.
https://www.youtube.com/watch?v=CjX8WkLybzQ&list=UULFlo62-0_WXR9cm5sZ5kFE6w
BG2 didn't have real schedules or an AI
BG3 also has a quest to intercept agents of the Absolute en route to Moonrise. Again, no AI needed.
Arcanum did have schedules for almost every NPC. It added little to the game, other than making shopkeepers easier to rob. It didn't have an AI for them, just assigned beds for NPCs to use depending on the time of day.
Oblivion had "AI". It added almost nothing to the game, other than funny ways to break the AI.
There's no need to make a broken Radiant AI system to do schedules, and even if you do schedules without AI, they add little to the game that scripted events and quests wouldn't already do, and probably do better.
It was supposed to happen for Original Sin.Whether it should be in a BG game is up for debate, but there is no question in my mind that NPC schedules, if used properly, with imagination and talent (and the PC horsepower available today) could massively expand the options and gameplay in a RPG.
Thieves guild quests, e.g., take a necklace away from a Talos cleric. There were several other quests you could sneak past enemies, but that's not really what we're talking about.What stealth and infiltration quests did BG2 have?
You...intercept agents of the Absolute en route to Moonrise? There's no schedule, you just do it as part of the quest if you join the Harpers. It's an event. Alternatively, you could be the one intercepted, if you chose to side with the Absolute.How does it work?
More like it wasted time on things that weren't core gameplay. Some of which I enjoyed immensely, mind you.Yes, missed opportunity. Arcanum had a lot of half arsed things in it, from this to combat.
Except that's all Oblivion NPCs were. Radiant AI wasn't immersive and was only used in gameplay to do gay stuff like the stupid poisoned apples.I'm glad it did, otherwise it would have been entirely boring with it's random loot, scaled enemies and copy pasta quests/areas, which were the games real killers. Nothing more hilarious than screwing around with the AI in many games. With that said, just giving up and turning every game into a quest dispenser is hardly the right answer either.
Sure. But it depends on the sort of game you want to make and what role the AI will play. If all you want to do is make the world feel alive, you don't need an AI. If all you want is infiltration quests, you don't need an AI.I still think it is something that should be trialed though.