Screaming_Dude_In_Vegas
Novice
Screaming_Dude_In_Vegas said:It's what their advertising. Most of the hardcore CRPG fans will buy this game simply because there's nothing like it, at least till G3 is released. So what market is left? The casual gamers and FPS fans who picked up morrowind because it looked nifty, and lost interest because it was boring. It's called hype people.
I know it could be hype - that's what worries me! Do you even know the definition of the word? I'm curious because it means deception; to deliberately mislead. How is hype a good thing?!
Well thats one definition. I think the people they are "misleading" are the dumbasses who got lost in morrowind (and will prboably end up stuck in OB too).
But the complex interactions will be fixed, scripted, events that have a low tolerance for freestyle gameplay.Actually, the fact that certain people are protected leads me to belive that they are doing some complex interactions with a the AI. I mean bethsada would let you break the main quest (thought they would warn you), but I don't think they'd let you break the overall gameworld.
How the hell do you know that?...do you have the game? It sounds like you don't like it, in that case, I'll be happy to take it off your hands
I can think of quite afew GAME WORLD (not purely MQ) operations that would revolve around a central NPC. Crime, trade, imperial legion comand, ect... are just afew of the things that would work this way.
I think (and this is pure speculation, but then again I am an insane fanboy who has read prettimuch everything there is to read on OB, so I am educated in the matter) this is more a case of "OK, are we going to fill half of the theives guild missions with 'fed-ex quests' and let you kill every NPC while keeping AI operations intact, or are we going to give the thieves guild it's full share of interesting quests?"
I personaly rather have the thieves guild quests fleshed out more and have afew random people be "off limets"
If they were built with a dynamic failover system I would be greatly heartened. Regardless, the point is that they will not allow you to break the main quest - and from the descriptions I have read so far maybe some of the guild/faction quests too.
Where did you get the faction quests from?
They have argued that this would break the gameworld. While I accept that the idea of invunerable NPCs or forced reloading is a quick and easy way to avoid the need for a fault tolerant system it does not make it a good alternative - it is simply settling for second best.
True, but second best in one area. The focus on other areas too.
And don't bring up "Shiny graphics over gameplay!!!!!" or somthing like that. Bethsoft has a large team. They have plenty of artists who make 3D modles, plenty of programmers to program, plenty of people to manage the voice actors, ect... No one is neglecting their area to work on another.
I'd prefer they released a finished game rather than a development kit that allows me to finish it for them or make my own. It is also worth noting that there are limits to what the CS can do.Anyways, all this will be changible in the CS, so the modders will probably end up being able to do some great stuff with the RAI that the dev's haven't even thought of. Also we might see quite afew AI modifications making the gameworld more flexible.
Me too, but I don't think that it will be unfinished because afew NPC's will cause auto-reload upon death.
True, there are limets, but unchecking a box in an NPC menu is not one of them. The devs aren't going to hardcode the killable/non-killable npcs into the game. I am so sure of this that I will install Windows ME on my computer if I am wrong.
I will admit that I am a little not-so much with the caring thing because I intend on opening up the CS first thing and making everyone killable, see if the game works, and if it dose, yay. I probably would be on your side if I was using a 360...
Yes. (Well me at least although I imagine that many others would feel similarly)Dose everything need a comfirmation to make you guys happy? ...
In fact this very thread is based on a mistaken Dev comment - without confirmation we'd have been under the impression that you could continue in Oblivion even after breaking the main quest...
I'll give you that. But I am sick of folks wanting confirmation on everything. It's complete bullcrap 99% of the time. I even heard somone saying that OB will have a diablo style inventory system because a weight system (what has been used from the beginning) has not been confirmed.
This is why I expressed my concern that the focus on fully spoken game dialog would impose restrictions on what could be done with the so-called 'groundbreaking' AI. Such plot tweaking is possible - it just isn't easy (but then I never said it would be).They mentioned in-game conversations as well as info being passed between NPCs.
Plot tweaking on the fly is impossible. No way to simulate human langauge, let alone voice, in a remotely non-sucky fashon.
I do have to point out that they realy only have time to develope one new technology themselves. That would require alot of new stuff. Maby in the future. You got to remember, this is only a game. I got other things to do. And if you don't have other things to do, then you should be too disapointed with your life to notice that the game just isn't a godly program of life-replacement.
And as a point of fact synthetic voice creation is possible; the topic has even made an appearence on the Official TES:Oblivion bulletin board. There are two methods - pre-recording a range of actual spoken sound which are then assembled to create the sound of the word; the other is to model of the human vocal system. Both are processor intensive but both do work. I accept that such technology might not be usable (within a game) at present but it does not change the fact that the technology exists.
Exactly, can't work at the moment. I don't badmouth the original DOOM for not having havock physics.
I am guessing the 'sucky' fashion to which you refer is a product of sentences being formed from a dictionary of pre-recorded whole words. This is significantly less sophisticated and is a poor comparision.
[But if 'filler' NPCs were dynamic then they would, to a large extent, be more substancial - their history and relationship to the game world could be created depending on the environment (condition of the gameworld) they enter.quote]
Part of the goal was to remove "Filler" NPCs, aside from gaurds and bandits.
I guess we'll just have to disagree on this point as I think that 'filler' NPCs would contribute to the game - particularly the replayability factor.[/quote]
It's my opinion that the only way to get that fealing of personality is for the NPCs to be individually crafted by humans. You just can't do that with a computer, no matter how much fancy new tech you have.
The point is to create a sustainable system that 'passes on' the relevant history with the personality dynamically created by drawing on events, past and present, within the gameworld.Interesting idea. The one problem with all of your Ideas is that all of this requires this to be comunicated to the player. Now even if you were using text only, all personality of those characters would be lost based on the fact that generated dialouge wouldn't be able to take advantage of all the variations of human language that make for interesting dialouge. Now forget about doing this with voices...
Well that can be done with RAI...
Again this highlights the imposed restrictions resulting from the insistance on fully-spoken dialog. This focus has dictated that the free-form nature of an RPG be dumbed down so much that it is no longer an RPG at all.
That's quite an acusation. Anyways I think your systems might work some day. But I don't think voice is the heart of the matter. Human voice acting, when properly done, provides quite a bit of character to the world. Sure there are some limetations, but as I said earlier, the goal is to create a fun experience with enough of a sence of freedom to be engaging, not to simulate life, the universe, and everything.