4 ms·
Thinking back to the example in the article, there's no reason why the game designer can't just script in a player ambush, since it's a plausible thing to have
by bentcorner 3y ago
Thinking back to the example in the article, there's no reason why the game designer can't just script in a player ambush, since it's a plausible thing to have happen next. I don't think you need any kind of "game intelligence" to tell a compelling story.
- alpaca128 3y agoIt depends on what kind of game you want. In many games scripted events are fine, but a game like Skyrim would feel much more alive if NPCs could do more than walk back and forth all day. In those cases scripting becomes a lot of work very quickly - the Mass Effect series had a lot of different outcomes based on player choices, in the end the final game was disappointingly linear and predictable and handling thousands of possibilities turned out to be a bit much. Immersive game worlds could use a lot of improvements.
- imtringued 3y agoThe problem is that this is hard. Just think about how game engines consist of a graphics engine and a physics engine. You would need various other engines that can just be plugged in. A realistic economy requires a complicated supply chain for example. This means just so your NPC vendors can sell a sword, you would have natural resources that can be extracted, manufacturing processes that require inputs and machinery/tools and labor and all of this for something that the player clicks "buy" on and never looks back.
- alpaca128 3y agoThis problem has been solved many times, for example the goal-oriented action planning method allows dynamic behaviour and real games have implemented this. But you are correct in that this means more effort for developers and doesn't sell more lootboxes.