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That's amusing because a game like Deadly Premonition managed to pull that off in a decently convincing way. We're not talking about hundreds or thousands of NP
by ljm 5y ago
That's amusing because a game like Deadly Premonition managed to pull that off in a decently convincing way. We're not talking about hundreds or thousands of NPCs, of course, but everyone had a daily routine that they went about and the various places in town had opening hours. Most of the story would only progress if you were in the right place at the right time.
Not the most polished game but easily the best murder mystery and Twin Peaks style life sim I've ever played.
So if CDPR couldn't pull it off, they must have been asked to do it at an unreasonable scale or the requirements themselves were unreasonable.
- seba_dos1 5y agoA lot of other games (the first one that comes to my mind is Zelda:BotW) also have NPC routines, opening hours etc. but if you look closer it's just a simple O(1) mapping between time ranges and expected state. It gets much more complicated when you actually try to pull off NPCs that may decide to do different things based on their modeled traits, react to in-world events or player actions etc. which I assume is what grandparent was talking about.