GhanBuriGhan said:
But of course DF must have sucked too, with NONE of the quest giving NPC being killable. The horror! The insult!
As I said it was not the greatest RPG ever but it does a damned sight better than most CRPGs out there!
While it would be nice to kill everyone and everything if you so chose I rarely choose to. There was more choice in Daggerfall than Morrowind so it made it easier to forgive those restrictions that were present.
If the spiritual successor to Daggerfall is ever made then I would expect not such restrictions. They've had long enough to figure out how to create a game without such dependencies. (By 'they' I mean CRPG developers in general)
MrSmileyFaceDude said:
Don't presume that an emphasis in MARKETING on graphics (because it's visible and obvious) and AI (because it's one of the most significant new features of the game) reflects an emphasis solely on those two facets in DEVELOPMENT of the game. Again -- just because we haven't spoken about other things doesn't mean they're not in the game.
I'm not sure whether that was posted in response to my own post - but I'm pretty arrogant so I'll assume it was...
The way I see it the the focus on graphics and audio can be detrimental to other 'features' such as dialog (especially when dealing with dynamically, possibly randomly, generated information) and movement/combat (focusing on animation).
I'm also of the opinion (I have one or two...
) that the AI will be limited because it will not be used to it's full potential - creation and completion of dynamically constructed 'quests'; although that in turn I would attribute to a lack of thin-NPC characters, with skeletal histories that pass-through the game world as parts or originators of 'quests', other than guards and bandits (and we don't know how they will be handled either!). As you point out no-one has said specifically that dynamically created quests or thin-NPCs are in but as they can only be seen as a good thing surely they would be part of the PR hype about the new AI if they were to be in? (Well, I say that they can only be seen as a good thing but there are some pretty wierd people out there who might in their maddness disagree with me!
)
I'm not saying that major plot-lines should be sacrificed - just that mundane quests that emerge from every day life should handle themselves... Although a greater redundancy in major plots might me nice too
Maybe establish a method of communicating plot/quest details from NPC to NPC? If intercommunication between NPCs was used in this way a plot can be preserved with relational information to tweak the plot on the fly. If random NPCs are to be used rather NPCs with a pre-defined relationship then character attributes can be used such as sex, race, affiliations, rank, time and other disposing factors. Indeed a plot may be hijacked in certain situations where the NPC is sufficiently disposed to change the quest criteria... Hell, the original NPC doesn't even need to be dead for that. This intercommunication framework could also be used for information disemmination of other types as well. Of course this would benefit from some proper AI where NPCs 'learn' based on the raw information they receive...
As highly-redundant a failover system as you create though I am sure the technology is a restriction at the end of the day there may need to be an allowance for quests/plots to die.