Lumpy said:
Also, how likely would it be that your house would be robbed in a realistic world? Very unlikely.
Depends on the neighbourhood. Poor neighbourhoods fairly commonly experience theft. Buying a house in a more upmarket neghbourhood would reduce the risk but does open up the opportunity of professional thieves who target big houses with fat loot, "in the real world". A similar concept could be implemented in-game if you really wanted to.
GhanBuriGhan said:
You are a true marvel of intellectual power! Well maybe not. What you describe is a wonderful but unfortunately completely scripted scenario. Which has no bearing on the situation we talk about, because that NPC who just burglarized you is just a random RAI driven NPC.
As was mentioned, not every random RAI NPC is a thief. Only those that are members of the thieves guild and therefore "have the tattoo" or other identifying mark. If RAI is so good that NPCs could walk into houses and take stuff, it wouldn't be a great leap to "take stuff and put it on the floor" as part of the "ransacking" function. If there are hired maids or servants in the house, they would see the RAI NPC wandering around taking stuff and would use their own RAI to either attack the thief or run and get help. Given the quest compass currently magically marks the location of any NPC, regardless of whether they're out shopping or not, I don't think it'd be too hard to abuse that in this situation as well. The servant flees outside and the thief eventually leaves. The PC arives home, talks to the servant, gets the quest, gets told who it is (or more broadly that she reckons it was a member of the thieves guild) and the thief / guild gets marked on the compass...
Better though, would be to have the thief then "deal with stolen goods". Presumably there are only some places that buy stolen goods so it wouldn't be too hard for the NPC to RAI into those stores and offload the loot for a pretty penny. The PC finds out about the locations of those stores from talking to various people who "wink, wink, nudge, nudge, it's over there". PC goes there, finds his stuff, buys it back. He may never catch the thief but it'll make the player invest in locks and guards.
Guards would use their own RAI that if a thief came into a house because his RAI determined he should, he'd enocunter the guards and end up dead. The guards would then tell the PC what happened. "Just protecting the house from this scum. He broke in but we got him" and that's the end of that. You don't need seven hundred different versions of the same story.
In the event that there are no servants, the player is notified by the stuff all over the floor (part of the thieving process, akin to the guards in F.E.A.R. screaming "Flashlight!" solely for the purpose of letting the player know that the guards react to seeing that and that it might be beter to turn it off if you want to be sneaky). He can also, as has been mentioned, examine the door to be notified that "The lock appears to have been forced open". That would be enough for any player to tell that he's been robbed. He can then head to the black market and look for his stuff and invest in security as mentioned above.
Catching the thief in the second scenario boils down to asking the shop clerk (after getting him to like you through the magic wedge game) to tell you the name of the NPC that he bought the goods from as he protests that he "didn't know they were stolen". Even better the player gets told he doesn't know but he's sure it was a member of the thieves guild that did it. PC heads to the thieves guild to confront them about who broke into his house. That then can open up thieve guild quests such as joining them or wiping them out (and thus never being robbed again).
GhanBuriGhan said:
So, Einstein, can you get it into your big head that this is a pretty complex undertaking?
Of course it is. That hasn't been my point though. My argument is that, with a bit of thought, one can relatively easily overcome the "
when you come back to your house and there are items missing, it feels like the game's broken" problem. Once again Bethesda think "Gosh, it's too hard!" and give-up, rather than under-taking any kind of solution process and coming up with something which would be really, really neat given it's actually a unique feature that's never been done before.
To re-cap,
If you want to make this into a gameplay component, you have to:
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Make the stealing NPC leave traces of his activity. Done with "ransacking" and clues from the door being forced.
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You have to program mechanics that allow you to play detective and find the thief. Done though not necessarily as the player is more after their loot rather than the thief but in either case, possible. If all thieves work for the thieves guild, it'd be even easier to trace them and "solve the problem".
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It would be a complex subgame, but not something you can just brush over. Yup. Just like that wedge playing persuasion game, except this would be much more fun.
GhanBuriGhan said:
Oh, BTW, the kill message is no longer in, get your facts straight. Suxxors to be you.
I know. My point was that if it's good enough for an immersion breaking message to pop-up like that in Morrowind, it'll be good enough to do it here as well. As has been said though, Fallout had a very nice text area for descriptions and "more information". Oblivion could implement a similar concept easily enough.