Zombra said:
OK, VD. You seem to be moving in the direction of positing uber AI game software that can adapt and respond to any possible input from a human user I formally agree that this is indeed a valid concept and a distinct possibility in the realm of future human technology.
chrisbeddoes said:
What Vault Dweller says is possible today but not economical
No, actually what VD says is not
teh future, it's been done in the past, look at the Nethack and ADOM, and think about the truckload of actions and consequences these games have. Whatever you can think of has already been thought of and implemented many many years ago, and that's the fucking point. I wouldn't waste nobody's time with tales of the future.
Fallout and Arcanum proved that the concept is real, it just needs to be developed further, may be and probably at the expense of fancy graphics and sounds, like Spiderweb games do, but the bottom line it's possible today and it was possible yesterday.
True, but the telling differences is interactivity. Depending on how I act and play in a PnP game, a good gamemaster will change his style to accomodate me. If in a fantasy game the characters hang around in town for 4 or 5 sessions, and I get sick of it, I can say to the GM over beers after the game, "This town stuff is getting old. Why don't you work up a mission in a deep jungle or something?" and he can do it. In a CRPG that takes place mostly in cities, the only appeal you can make is to complain on a dev's message board and hope that the sequel will have some jungles (and that you'll still think jungles are cool by then).
Here a well designed CRPG like Arcanum has the advantage, tired of big city, go adventuring for awhile, visit new places, etc.
If a GM decides that he's been giving out too many magic items, he can have the party kidnapped and stripped of all their equipment. If, to lighten the mood of a serious game, the GM throws out stupid bathroom jokes at every opportunity, he will see on the faces of the players that he is spoiling the mood.
Once again, I think CRPGs win here, the loot could be easily balanced and matched to char levels and power, and it takes a couple of sailor looking NPCs in a tavern to provide stupid jokes for those who would dig it.
Until we reach uber-cyber-brain levels of AI technology, CRPGs will not and cannot adapt in these ways, regardless of whether a development team is pretty damned talented or not.
That I think is the common mistake and a reason for the current state of gaming. People used to technology, rely on it, and expect it to do the work for them, i.e why think of a way to replicate the abundance of choices now when we can wait 50 years till we have some uber AI who'd respond to players actions. I believe that we should see more of games like Prelude and Geneforge coming from small companies featuring much deeper gameplay then that of mainstream pseudo rpgs. Hell, may be even I will do one
It would feature the ugliest graphics ever, but it would have
roelplayin'
Uh. Sorry if I'm beating a dead horse here, but only in a supergenius AI game would this really, really, really, truly be able to be done. A trite example off the top of my head: PC in tavern. Bully starts harassing waitress. Now, we've seen this little piece of melodrama in countless games, movies, whatever, so if we adhere to the rules of common literature, there is only ONE possible outcome: PC beats up bully, saves girl. But I bet you that I could get together with my cleverest friends and put in a 40 hour work week coming up with all the possible outcomes to this situation we could think of, and I bet that you could still think of something we hadn't covered....Again, maybe a super AI could cover everything. But whatever. The same goes for the number of possible professions, skills, interests a character might have.
Like I said, there is no AI involved, there are predicted options:
1. PC beats up the bully
2. PC kills the bully
3. PC ignores the bully
4. PC talks to the bully, results in 1 or 2
5. PC talks to the girl and ask for payment in return for protection
6. PC kills the bully and the girl
That's about it, 6
logical options. 1, 2, and 6 don't even require much work, so we are talking about 3,4 and 5. Profession and/or skills would be a factor determining success, i.e. smooth talking character would be able to talk to the bully and convince him of anything, while a fighter might only intimidate him or provoke him to fight, etc.
Forgive my hyperbole. My point was that in computer games nobody can come up with a unique solution to any problem, because in order for it to work the developers would have to have thought of it beforehand and programmed it in.
If a game is designed right, it should provide every possible solutions that make sense. Some of them would be unique for all intents and purposes, as some characters wouldn't think of it, or wouldn't be able to walk the path that leads to that unique solution, etc. Once again, Nethack is a good example here.
The same goes for unique dialogue. Have you ever had a character who developed an hilarious catch phrase over the course of the campaign? Not gonna happen in a CRPG.
Can't argue with unique dialogue and party interactions, although PST did a very good job there.
Anyway, dead horse, wham, wham, wham. I hope you'll respond thoughtfully but forgive me if I don't work up the energy again to keep this argument going. gg
Yeah, no problem, we exchanged opinions, and that's what a good discussion is all about.
Hopefully it was entertaining.