A true open world RPG?

Post » Mon Jun 11, 2012 10:12 pm

nvm

Nevermind? Are you serious right now?
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ShOrty
 
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Post » Tue Jun 12, 2012 3:24 am

well, didn't they use enough force to throw#em further than halfway down?
Perhaps there was one of those rock meshes, which kept them from falling further...the edgy stiff ones, I watched them blocking NPCs since ever. Small but big are their impact.

Eh what?

I wasn`t complaining. There was nothing wrong. They were thrown halfway down a hill- It looked realistic.
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Rhysa Hughes
 
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Post » Mon Jun 11, 2012 7:54 pm

People tend to forget that games are meant as entertainment. It's not a life simulator

^
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Chris Guerin
 
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Post » Mon Jun 11, 2012 5:53 pm

but what if life is just a game simulator?! ... :chaos:

sounds something like "The Truman Show" D:
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Flash
 
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Post » Tue Jun 12, 2012 12:21 am

Well, at least we know they tried: http://www.youtube.com/watch?v=pjbx6-KQoRg
It worked in Oblivion's E3 demo, but it didn't work in Oblivion (2006) and it doesn't work in Skyrim (2011). Who knows how many years we need to wait until the real Radiant AI comes alive, but at least it's reassuring that they know where they're going with AI, I mean look at Bioware, their characters are so great but outside dialogue they're just sitting ducks, they're no better than information terminals on the walls.
In Oblivion, NPCs have and do all three things your link title says they do, thanks to the real Radiant AI. Filching food from a counter top or from another NPC's pocket when the goal is to eat, gabbing at another NPC or sitting in a chair when the goal is to just idle around, and picking up a nearby weapon when a weapon is needed to fight, are all examples of using the environment to achieve goals.

If you think Radiant AI is something else, please share, but I think you'll be wrong.
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Krista Belle Davis
 
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Post » Mon Jun 11, 2012 6:59 pm


Did you ever met enemies that were on a lookout post, hiding behind a rock, a ledge, behind a tree...whatever....
Did they assume the way your going and try to setup a trap in advance, an ambush before you reached the place?
Did they try to follow you in a certain distance just to attack you when you are already engaged by other creatures, and use their advantage from behind?
Did they try not to kill you, but to go for a certain loot and then run away?


No. The answer is no. and I could ask hundreds of this questions, and the answer still would be no, no, no.

Why do I ask? What is all this glitter for, when I have the same monotonous, naive behavior from all other artificial lifeforms in Skyrim, and every other ES title had this problem as well.
Does Bethesda lack in calculation of probabilities, assumptions of routes, can't they give their lifeforms the ability to use their environment yet?
Cant we expect something more sophisticated in terms of the actions the lifeforms in Skyrim are to accomplish? at least have a mature, more natural impression of a true open world RPG?

What we play actually is a immensely simplified game play! And I wouldn't consider this as a true open world RPG yet. The boundaries are still too obvious.

I really would like to see a kick off here, a try, even if it was just not to fulfill my expectations at all. Just not that I am the only one to scratch his head and sometimes wonder.
Of course I would like others to comment this as well, and say what they think. Thank you, i hope the nice screenie was a small delight at least.

I can only imagine how unfun some of your ideas would be.

Hey look, I'm fighting a dragon and a giant at the same time! *Gets stabbed in the back by a no one thief during battle

Time to rest! *Wakes up to find notable items taken from inventory, and some gold

Sounds like poor game design to me. The kind of thing that bethesda is trying to avoid, perhaps? Gamers don't like it when things are taken out of their control.

I'm not saying that the world couldn't use a more natural feel, however. Sometimes it does seem like baddies are just waiting for you to show up, and plunder their loot.

But at the same time, what do you want them to do? Complexity in one aspect of the game can only go so far until you start gimping the other aspects of the game. Beth already has npcs living their lives until the player shows up. I think they are at the apex of npc life right now. Remember in morowind how people just stood around waiting to be interacted with? Fast forward to now: npcs have a schedule. Depending on the time of day these npcs are in different areas doing different things. If beth had more options I think we'd see them. Especially now since they seem to be simplifying the game part, and making the world more complex.

I think we can expect beth to up the ante with the next gen consoles. Don't kid yourself, I'm sure it's something they thought of.
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claire ley
 
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Post » Tue Jun 12, 2012 12:47 am

LOL, I guess this was the only in-house selling deluxe version! Why make a noise, when everybody outside buys less?

Dude, srsly?

Imagine that this game has to run on the XBox360 and it's old hardware. Now imagine how it wouldn't run, when Radiant AI was implemented for every NPC! I've got a good feeling it wouldn't even run playable fps on my fairly decent PC.

They've got the programming (as shown in the AI demo, yes it's nothing more than a demo) and it seems they are waiting for technology to catch up in order to fully implement it.

I mean, take a look at how the AI changes from Morrowind to Oblivion made it necessary to drastically cut the amount of NPCs. I'd rather have more NPCs with predefined routes and behaviour than a sparsely populated open world.
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Cassie Boyle
 
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Post » Mon Jun 11, 2012 8:52 pm

Imagine that this game has to run on the XBox360 and it's old hardware. Now imagine how it wouldn't run, when Radiant AI was implemented for every NPC! I've got a good feeling it wouldn't even run playable fps on my fairly decent PC.
In Oblivion and in each Bethesda game since, Radiant AI runs every NPC and creature. :)

Recall that scene with the woman and her dog. Now imagine that scene replaying itself each night at 8:00 PM, or whenever it is that the routine starts. Groundhog Day. That's how Radiant AI works. More than likely, the real reason things like that weren't implemented is that your seeing them over and over again would make them seem phony (like the oft-repeated mud crab conversations that players soon grew sick of hearing).
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He got the
 
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Post » Mon Jun 11, 2012 8:59 pm

So this is not about open world, it's about A.I.
The world of Skyrim is as open as this hardware allows, I'm waiting for the day when we can have a seamless world with no loading.
The A.I. is a pompous term for a mere list of possible scripted actions. I'm not yet satisfied with any A.I. in any game.
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Emma-Jane Merrin
 
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Post » Tue Jun 12, 2012 5:07 am

Eh what?

I wasn`t complaining. There was nothing wrong. They were thrown halfway down a hill- It looked realistic.
I was complaining, sorry. Really, I did just eny you for having such impressions from Skyrim, because I know this game!

sounds something like "The Truman Show" D:
Truman was an actor, and his name was Jim Carrey. Did you think he experienced this for real?

In Oblivion, NPCs have and do all three things your link title says they do, thanks to the real Radiant AI. Filching food from a counter top or from another NPC's pocket when the goal is to eat, gabbing at another NPC or sitting in a chair when the goal is to just idle around, and picking up a nearby weapon when a weapon is needed to fight, are all examples of using the environment to achieve goals.

If you think Radiant AI is something else, please share, but I think you'll be wrong.
Exactly there is the catch22. If you are able to count what they actually are able to do, then it is even worse you like this. Probably you had an austere childhood, and your parents only hugged you at christmas.

I can only imagine how unfun some of your ideas would be.

Hey look, I'm fighting a dragon and a giant at the same time! *Gets stabbed in the back by a no one thief during battle

Time to rest! *Wakes up to find notable items taken from inventory, and some gold

Sounds like poor game design to me. The kind of thing that bethesda is trying to avoid, perhaps? Gamers don't like it when things are taken out of their control.

I'm not saying that the world couldn't use a more natural feel, however. Sometimes it does seem like baddies are just waiting for you to show up, and plunder their loot.

But at the same time, what do you want them to do? Complexity in one aspect of the game can only go so far until you start gimping the other aspects of the game. Beth already has npcs living their lives until the player shows up. I think they are at the apex of npc life right now. Remember in morowind how people just stood around waiting to be interacted with? Fast forward to now: npcs have a schedule. Depending on the time of day these npcs are in different areas doing different things. If beth had more options I think we'd see them. Especially now since they seem to be simplifying the game part, and making the world more complex.

I think we can expect beth to up the ante with the next gen consoles. Don't kid yourself, I'm sure it's something they thought of.

Actually your comment was very unfun to read. I do expect a thief to rob me right at my marriage in Skyrim. take my bride and i judge you. There is no dungeon in Skyrim I wouldnt find you, worm!
The filthier and more perfidious, the better. I think we could learn at least something from gamesas.

Dude, srsly?

Imagine that this game has to run on the XBox360 and it's old hardware. Now imagine how it wouldn't run, when Radiant AI was implemented for every NPC! I've got a good feeling it wouldn't even run playable fps on my fairly decent PC.

They've got the programming (as shown in the AI demo, yes it's nothing more than a demo) and it seems they are waiting for technology to catch up in order to fully implement it.

I mean, take a look at how the AI changes from Morrowind to Oblivion made it necessary to drastically cut the amount of NPCs. I'd rather have more NPCs with predefined routes and behaviour than a sparsely populated open world.
The XBOX tec spec are well known, but I wouldn't dare to say that a 3 core CPU with support for 6 hardware threads is less capable.
Not if you don't have to sell them cheap for shader tricks. Dude, the processing power of modern CPUs is gigantic. I was not asking for them to repeat the procedure which led to the well-known answer of 42.
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Rude_Bitch_420
 
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Post » Tue Jun 12, 2012 6:42 am

So this is not about open world, it's about A.I.
The world of Skyrim is as open as this hardware allows, I'm waiting for the day when we can have a seamless world with no loading.
The A.I. is a pompous term for a mere list of possible scripted actions. I'm not yet satisfied with any A.I. in any game.
Not exactly. but even the AI makes the world open, for the NPC doing things you dont expect. I think this should be clear now.
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Josh Trembly
 
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Post » Mon Jun 11, 2012 8:04 pm

Did they try to follow you in a certain distance just to attack you when you are already engaged by other creatures, and use their advantage from behind?
Did they try not to kill you, but to go for a certain loot and then run away?
The answer to the first question is sort of. While you are facing one creature, others will try to circle around behind you. They may not be waiting for you to be engaged with another creature, but the effect is the same.
The answer to the second is sort of. A thief just wants some gold. If you pay him, he'll walk away. If you fight him instead, and then lower your weapon, he might walk way.
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MatthewJontully
 
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Post » Tue Jun 12, 2012 6:27 am

The answer to the first question is sort of. While you are facing one creature, others will try to circle around behind you. They may not be waiting for you to be engaged with another creature, but the effect is the same.
The answer to the second is sort of. A thief just wants some gold. If you pay him, he'll walk away. If you fight him instead, and then lower your weapon, he might walk way.
sorry, I had to refocus on the topic. Yes the stuff you mention is some sort of. Even if you remind that even the slightest reaction has to be programmed verbosely.
But I can't put away my concern, thinking bout 50 specialists doing this since 1992. The advance is not mind-breaking.
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Jordan Fletcher
 
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Post » Mon Jun 11, 2012 6:40 pm


sorry, I had to refocus on the topic. Yes the stuff you mention is some sort of. Even if you remind that even the slightest reaction has to be programmed verbosely.
But I can't put away my concern, thinking bout 50 specialists doing this since 1992. The advance is not mind-breaking.

Again, I don't think the issue is lack of thought or know-how. The bigger issue is time to actually program all of that stuff, bug test it (yeah, I'm sure that'll get some laughs), etc. And time = money, not to mention that by taking that much time, they'd continually have to make changes to keep up with new hardware during that long of a development cycle.

So in short: $$$
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NeverStopThe
 
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Post » Mon Jun 11, 2012 10:02 pm

Where is the tall one gone???
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Kelly Upshall
 
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Post » Tue Jun 12, 2012 12:50 am

Please be aware, that Bethesda is developing ES since 20 years, with an ongoing support crew of 50 - 60 specialists in average.
I doubt that they have tried to find different solutions yet, since everything sells well what they offer.


They've redesigned the game engine several times in those 20 years. I would imagine that came out of exploring several avenues before committing to one.

As for your general points, I tend to agree with the poster who said that this isn't what they play ES for. Better tactics would be nice - positioning of guards at forts, for example - but I don't see a need for essentially making NPCs into other players. Simple things like more unique dialogue would be enough for friendlies, at least.
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electro_fantics
 
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Post » Tue Jun 12, 2012 6:23 am

the bogus with the plugins.txt is nothing exceptional, lol.
Couldn't Bethesda use a plugins.txt file which use a normal line for a active plugin, and a commented line (";", "#") for any inactive plugin?
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Darren
 
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Post » Tue Jun 12, 2012 4:57 am

Yes I think it is an openworld RPG.

It has an open world with emphasis on exploration and your character will level up, chose perks and unlock new powers(like the Shouts). Sure the traditional attributes are gone, but I don't see how that makes the character development any more shallow than Morrowind or Oblivion. Persoanlly I find more difference and development in my characters in Skyrim than earlier games.
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JERMAINE VIDAURRI
 
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Post » Tue Jun 12, 2012 4:58 am

Yes I think it is an openworld RPG.

It has an open world with emphasis on exploration and your character will level up, chose perks and unlock new powers(like the Shouts). Sure the traditional attributes are gone, but I don't see how that makes the character development any more shallow than Morrowind or Oblivion. Persoanlly I find more difference and development in my characters in Skyrim than earlier games.
The character development is one of the most precious things in Skyrim. Probably THE best part.
I saw a comment, where a dude was annoyed how simple the RPG Elements with Skyrim have become, only 3 values. This was simply the biggest sh... he ever thought of.

I was quite thinking the same way as he when i started. At first glance I saw only three values with Magicka, Health and Stamina. Wow, this was very daring.

But by putting the Oblivion character screen aside....after certain hours of gameplay I started to explore this part more, and I was very satisfied with what I found.

A complex character system effectively even outrunning Oblivion easily.
54 Skills 18 skills (sorry I dunno what RPG I was playing at this moment), which are going to level by use (much to fast for me, need a level mod). More than Oblivion had. Profession and the class-system are way outdated, if your char does improve by what he/she does.
Additionally the perks allow a fine tuning never experienced, since they are most immersible in the world of Skyrim.
But the most impressive part to me were the stones, which give you each the unique abilities of the different constellations, but they fully are integrated into Skyrim's world and gameplay.
Best work and design Bethesda did in a long time...if the other parts could only catch up...

PS:
Hand-to-Hand is still mandatory, and ...well it is gone...forgot about that.
And the Attributes were cut from 8 to 3. That is rather well done.
Sorry, but I was just thinking bout the new Character system to be integrated so well.
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Wayne W
 
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Post » Tue Jun 12, 2012 4:20 am

A complex character system effectively even outrunning Oblivion easily.
54 Skills, which are going to level by use (much to fast for me, need a level mod). More than Oblivion had.
What are those skills?
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James Rhead
 
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Post » Tue Jun 12, 2012 2:36 am

Additionally the perks allow a fine tuning never experienced, since they are most immersible in the world of Skyrim.

Sorry. What? Hahahahahahahahahahahahahahahah.

Wait, wait, what did you say again?

Hahahahahahahahahahahahahahahahahahahahahahahahahahhahahahah* deep breath* hahahahahahahahahahahhahahahahahahahahahahahahahahahahhahahahahahhaaaaaaaaaaaaaaa!
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Nadia Nad
 
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Post » Mon Jun 11, 2012 6:45 pm

Sorry. What? Hahahahahahahahahahahahahahahah.

Wait, wait, what did you say again?

Hahahahahahahahahahahahahahahahahahahahahahahahahahhahahahah* deep breath* hahahahahahahahahahahhahahahahahahahahahahahahahahahahhahahahahahhaaaaaaaaaaaaaaa!
ye, sound like TH. sorry, got caught by the fever. Just, the character development is the best I have seen ever in ES. :banana:
Oblivions character screen had only one purpose, to be handled by OblivionXP.

PS:

and I am really not aware what you are laughing about. Do you compare Oblivions Apprentice, Journeyman, Expert and Master perk with those of skyrim?
I hope you are able to explain.
Related to the topic, of course, the perks could have affected game mechanics way more.
Example:
the improvement of smithing goes hand in hand with the ability to improve them by changing single parts, but also the ability they could be destroyed or damaged.
Or the blocking skills, improvement, but also timed blocking avoiding what most blocking mods do not care about, the blocking might become to powerful.
Restauration and Alchemy, cause more difficulty by making powerful potions and more dangerous diseases are possible.
The better you become in Speechcraft, the more thievery is going to plague you. etc, etc.
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Hazel Sian ogden
 
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Post » Mon Jun 11, 2012 5:50 pm

Hey marsh...can i ask u you something?

What do you do in your life?
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Adam Porter
 
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Post » Tue Jun 12, 2012 3:12 am

Hey marsh...can i ask u you something?

What do you do in your life?
Well I dig in gamesas games?
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Cayal
 
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Post » Mon Jun 11, 2012 3:51 pm

Ok folks, as no new topic related posts are coming through, I think the most points have been mentioned.
I am astonished that such a lot actually find the world of skyrim already well enough, and luckily call it open world better than ever.
Simply I do not share this opinion. The world of skyrim as it is now, is boring, repetitive and a conceptional flaw.

Reminding the past, I am able to predict the future, and this is hoping that modders will accomplish this certain task alone,
and us being funny bout stuff, you couldn't tell if it was intended or if it is a bug. at least them we can't expect.
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Jessica Raven
 
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