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4/17/12 10:05:25 AM#141
Originally posted by Deivos Are you talking about setting up NPC reactions on a wide scale? I think "zones" would be a less than optimal way of doing that. I may not quite understand what you are saying here, just take this as another idea if it's not related. I've always wanted to see AI built on several levels that stack in ascending order and drop off depending on the NPC grouping.
Then separate AI that is gained by being in an area (dungeon, valley, cave system, etc.) or by gaining some artifact or item. These aren't stacked like the above, they mingle into the other AI to give more direction that's specific to that thing.
What this can do is make the game world come alive around the players, and give those players things to do. Not predesigned quests and raids, but the same sort of thing in a changing world. There's far less activity in this than standard Themepark quests, but far more meaning. Since there's less activity in this, the game would still need constant things to do. That shouldn't be a problem. Instead of quests to "kill 10 rats", just go kill 10 rats and turn in their hides for profit. Player starting areas should have NPC merchants that give notice they are buying rat hides, etc.
Once upon a time.... |
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4/22/12 1:26:18 AM#142
Yeah that's a different thing. Gaia is an AI independent of mob AI that tracks player activity and manages mob spawns so that the world generally reacts to the players instead of running through canned routines for spawn locations, resources, encounters, etc. It's like a thinking random encounter system sort of, prepared to scale the challenge of the game against the players automatically or throw them a curveball if they fall into a routine.
I used it as an example of dynamic mob system because it does a lot to make the world respond to player interaction on a pretty direct level.
For example they do have a system like rifts that can happen. When the Chosen(the enemy npc soldier faction) spawn as a drop pod scouting group, response team, or base of operations they will start to take hold of the area, destroy local defenses, and place their own small scale architecture down to create a base as they spread out to control an area. If left unchecked, like a rift, they will be capable of consuming a zone and even the bases it contains for players. This alone isn't the most dynamic aspect because it's running through a routine path. Coupled with Gaia, however, this system is now capable of creating an actual warfront. With Gaia tracking player activity and assembling a border and areas of control, it can then respond by dropping these encounters in appropriate areas that are strong in Chosen presence to expand their territory in a logical pattern, without the Chosen's location or actual numbers ever having to be a strictly coded (static) thing.
The bulk of basic quests and resource mechanics is coupled with Gaia in a similar way. When a thumper (resource gathering tool) fails, scouting Chosen group spawns, or other activities are going on around the player they are automatically notified of it. If the player chooses to participate in salvaging, pushing back, destroying, harvesting resources, etc from one of these notifications they are rewarded as they would be for a traditional quest system. It's setup so it's just a streaming update on the activity of the zone based on the concept of a local network tower the character is tapped into.
Not sure I have the best explanation since I personally am not an engineer and I don't code, but that's hopefully the gist of it. As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero. - Vaarsuvius |
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4/22/12 10:03:02 AM#143
Originally posted by Deivos In a sense, that sounds similar to my idea of a territorial AI that attaches to an NPC Tribe. I didn't play Rift (too much levelling games to be a true social world), but if I understand this correctly, wouldn't it be better if instead of just dropping Rifts in as spawns, they had NPC groups .... sort of "summon" the same things these Rifts do? In other words, give NPC's a tribal AI where part of its instruction is to grow, and by growing they build like in what you are describing in Rift. A tiered growth pattern that players can disrupt. The difference here is that with Rift's system, they can alter the NPC presense dependant on the players present. I'd suggest that in this, overland aspect of a world, that a game shouldn't do that. Let the numbers be a big part of victory/defeat. Let players organize the numbers for their victories. Add in AI to the NPCs for retreat/escape, summoning aid from elsewhere, make it generally more realistic. I know some hardcore players expect a controlled victory condition based on their current state (whatever that may be), but that's just not very worldly. It removes the entire idea of planning and coordinating against the state of a persistent world. Once upon a time.... |
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4/22/12 10:37:14 AM#144
This was how Asheron's Call was. It's a pity more companies didn't do this. Story arcs that changed the world would occur every year, and would be updated monthly to continue the progress. It wasn't a single server game, but since it had less than a dozen servers, they were able to do live GM events consistently back in its hay-day. I recall one of the craziest arcs was when Bael'Zharon was threatening to be released in the world. There was this crazy build-up for months, where people were figuring out what was going on. Eventually, a quest led people to a PvP-only dungeon (Bael'Zharon was who you had to pray to to become a PK) where there was a crystal. It was a crystal that was imprisoning Bael'Zharon. For a while before this, there had been 'shadow spires' crashing down into the world, and they were scattered around the continent. One even destroyed an entire town, which remained destroyed for some years until the devs eventually rebuilt a new one in its place. They weren't afraid to totally alter the landscape and world for the sake of story. Shadows were released on the world and they were everywhere. Some were scary, as at the time, not many people were very high level. After the first crystal was destroyed and BZ was released, other servers started to figure out that they could defend against it. Some players went PK and grouped together to defend the crystal from being destroyed. One by one, servers began to fail. The crystal was destroyed and BZ was released. One server above all, managed to defend their crystal for months. Eventually, the devs had to forcefully destroy the crystal between patches because they couldn't have a single server that was out of sync with the others. Understandable, although it would have been cool if more servers managed to hold it off. Maybe they would have allowed them to be different. So at this point, BZ was released and the story progressed. He started appearing in towns randomly and would start attacking people. Sometimes he would appear peacefully at first and allow players to swear allegiance to him. There were hundreds of PKs at this point, and his allegiance was huge, having thousands of players swear allegiance to him. Eventually, Asheron himself showed up, and people could swear allegiance to him as well. There would be battles all the time between players on each side. Sometimes, Asheron and BZ would both show up in towns and would start fighting. This went on for a while, until quests were discovered that would weaken BZ. Players went to a dungeon where he 'lived' and gradually started to kill him. It took a while. Many a group perished multiple times before they killed him and imprisoned him again. I just remember how much fun it was while he was roaming around. I remember being in the portal hub once, which was where a lot of players gathered to trade and socialize. Suddenly, he appeared and started one-shotting people like crazy. There were bodies everywhere. I stood to the side, being a lowly noob at the time, and he cast several level 7 debuff spells on me so that I could hardly move. At the time, they were more powerful than any other spells in the game, so I was like NOOOOOOOOOOO and started to run. Was pretty hilarious.
This was just ONE of many story arcs that took place over the years in that game. They spanned for many months, contained many parts, and required players to take part in them to advance them. GMs would take control of unique story characters and give missions to players, role-play with people, and let people be a part of something cool and unique. Everyone's experience was different, and it's a pity no games have really tried to do something this 'huge' since then. |
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