Re:John Carmack: I’m going to work on artificial general int...
by CryptoPunk on Thursday November 14, 2019 @03:56AM
(#21533900)
Not all NPCs have to be part of a script. They can just be additional characters that add life and realism to the simulated world.
A weapons maker with a unique backstory and realistic conversations that reference it is more interesting than a bot, and opens up the possibility of unscripted side-quests.
Re:John Carmack: I’m going to work on artificial general int...
by croon on Thursday November 14, 2019 @06:58AM
(#21534705)
In many cases maybe. Personally I would love to play a game with a world inhabited by "individual" NPC AI:s, where they can influence the world as much as I can, with no specific act structure or story arc.
Some significant part of gaming is risk-free experimentation in a simulated world. The experiments possible are bounded by the simulation quality of the world. More realistic NPC behavior would open up for a lot more games.
Re:John Carmack: I’m going to work on artificial general int...
by goostavos on Thursday November 14, 2019 @01:47PM
(#21538141)
There is an older game called STALKER which had (limited) elements of what you describe: autonomous NPCs which influence the game world. Even though it was limited, the NPCs just battled for control of certain territories, I always thought it was a really neat mechanic. It made the world feel more 'real' and alive.
You would see these factions fighting and gaining/losing territory throughout the game. You could chose to help them or just pass on by, but the actions progressed regardless of your choice.
Don't forget there is a certain randomness with 'more natural' and with randomness you're going to invite Murphy to the party.