As for auctions - how do you code that? What if you dont like the price an NPC thinks your item is worth? Load. . .ReLoad. . .ReLoad - rinse repeat.
You could always save the random seed, so the auction gives an identical result even when it's reloaded. That would make it slightly harder for the player to exploit the system, but really, it's a problem that spans most RPG game elements. Jammed a lock? Reload. Failed a pickpocket attempt? Reload. Etc.
A simple solution is to have an optional game mode where the player can't manually save the game, and consequences are final.
Radiant AI isnt meant to be self-evolving programing - its merely there to create a LESS static world than Morrowind definitely was. Instead of characters doing the same thing over and over again, and seemingly have endless amounts of energy - there will be a bit of randomisity to their actions, as well as having a set schedule they adhere to, and will find ways of getting to.
It's great on paper, but all evidence points to the RAI system being nerfed to the point of 95% predictability. It will make the NPCs seem far less static, but the real strengths of the system and the emergent situations it can theoretically create have been tightly reigned in order to keep it from impacting on the very specific conditions required by the many explicitly scripted quests and situations.
Most of the criticism of RAI stems from the view that it is wasted potential, and it's overkill for the problem it addresses.
Its been so long since I even played FALLOUT that I couldnt even have a discussion on it - but correct me if I'm wrong but FO wasnt billed as "sandbox" gameplay. TES is. Theres a huge difference in what you can delivery content and storyline wise when one game is focused on a TIGHT storyline, and another really isnt.
True, Fallout isn't a definitive sandbox, but it has a lot in common with the Elder Scrolls games. The player has a lot of freedom in character creation and development, and they're then thrown into an enormous world they can navigate according to their own whims. Most characters will be able to find a variety of quests suited to their skill sets, which may or may not be related to the central storyline.
A storyline which is not "tight" in any way whatsoever. It's essentially given to the player through threads of foreshadowing information they can pursue at will. The big advantage Fallout has over Morrowind and Oblivion, is the fact that it doesn't utilise methods of delivering narrative that conflict with the open-ended nature of the world.
No offence mate - but a game doesnt become a best-seller on multiple platforms from being "mediocre" and unappealing to fans of the medium. There are many words to describe TES: Morrowind - failure isnt one of them.
The Crazy Frog was insanely popular too. That doesn't make it good in any way. Or to use an obscenely extreme analogy. "Hitler wouldn't have killed 6 million Jews if he wasn't on to something." Popularity just isn't an argument.
As far as MANY gamers are concerned, if something isnt barely broke - barely fix it. MW - for an open ended, sandbox rpg - had a lot going for it, and a lot holding it back. With OB, looks like theyve improved some areas, obviously graphics, but others just DONT have an easy fix (the economy issue for instance). Overall, I think comparing it to one game or another with different combat systems and different character creation systems, and indeed different gameplay itself - is a bit pointless.
Not having an easy fix just doesn't cut it when you're talking about a multimillion dollar project spanning some 3-4 years. Also, most of the "barely broke - barely fixed" elements are those which are pretty essential to making a sandbox style game interesting.
A solid economy is pretty essential, otherwise money, and all gameplay elements that revolve around it are pretty pointless. Why bother with thievery if you have essentially unlimited funds? Why bother with Speechcraft or Mercantile? Why bother collecting and selling loot? Why bother doing quests for monetary gain? If the economy is broken, then anything financial becomes little more than striving to break your wallet's high score.
Another aspect that's pretty essential to a sandbox is providing the player with theoretically endless gameplay events. Making a big world might give the player more to do than your average game, but it's not really a sandbox if it's noticeably finite. Oblivion seems focused upon quests and the core storyline, all of which fly in the face of the "endless freedom" and sandbox ought to provide.
Likewise, what good is freedom of choice when coupled with freedom from consequence? One of the great strengths of the sandbox concept, is that the player should be faced with the thought of their journey through this permutation of the world being drastically altered, and therefore, consecutive playthroughs offer something completely different. Playing in a sandbox should mean a seemingly endless supply of "I wonder what happens if I try this..." moments.
Not related to the sandbox style of the game, but if combat is what the player is expected to be doing most of the time, then the combat should really be able to stand on its own merits, isolated from the rest of the game. At the very least it should be able to stand comparison to other similar games. Mount & Blade is another combat-centric Action RPG sandbox, and its combat has a great deal more complexity than what we've seen from Oblivion.
I cant imagine any conversation piece that is gleaned from using the SPEECHCRAFT system will result in someone being unable to complete the "main storyline". However, discovering hidden quests and getting important information that might make a quest EASIER is a benefit of being good with the SPEECHCRAFT system. Personally - it s more involved and FUN to actually have a hand in my success in getting information, than it being a result of a single number rolled off-screen.
Okay, I think you're maybe getting hung up on a single definition of "broken" rather than it's more colloquial incarnations. But, I do completely agree that it's involving and fun to have a hand in the success of any gameplay action. Interactivity should be the highest goal of a game designer.
But... the persuasion minigame is an unreasonable abstraction. It seems to me that a Speechcraft challenge ought to be reliant on the player's wits (always with regard to the player
character's wits) and not the player's reflexes. A combat challenge presents challenges in timing and tactical choice, which are reasonably analogious to the action being abstracted. It would be unreasonable if the game presented the player with mathematical equations to solve as a resolution to combat.
I'd say the persuasion minigame is also poorly integrated. Compare it to combat or stealth, both of which are seamless and require minimal UI elements. Both combat and stealth are
extensions of the basic game. Persuasion is an entirely different sub-game.
If you put the time into it to do that. Most wont. Most will limit THEMSELVES to playing a particular character and focusing on specefic skills so that their chracters ARE specialized.
Why should the player limit themselves? Overcoming the limitations the game imposes upon you is challenge and conflict, and that's exactly what makes a game fun. Would a game be fun if combat resolution depended on what the player decided?
"I'm not going to win this fight, because that's not what my character would do"
Would a game be fun if the player arbitrarily awarded themselves money, loot, accolades, etc? The "Game" bit in Role Playing
Game requires conflict and challenges for the player to overcome. Otherwise it's just roleplaying, and you don't need to spend $60 on the latest Xbox 360 game to roleplay.
I don't mean to single you out ANDS!, but there were a few points there I thought I'd give my 2 cents on.
Galsiah said:
Nailed it. Great stuff.