Screaming_Dude_In_Vegas said:
It's what their advertising. Most of the hardcore CRPG fans will buy this game simply because there's nothing like it, at least till G3 is released. So what market is left? The casual gamers and FPS fans who picked up morrowind because it looked nifty, and lost interest because it was boring. It's called hype people.
I know it could be hype - that's what worries me! Do you even know the definition of the word? I'm curious because it means deception; to deliberately mislead. How is hype a good thing?!
Actually, the fact that certain people are protected leads me to belive that they are doing some complex interactions with a the AI. I mean bethsada would let you break the main quest (thought they would warn you), but I don't think they'd let you break the overall gameworld.
But the complex interactions will be fixed, scripted, events that have a low tolerance for freestyle gameplay. If they were built with a dynamic failover system I would be greatly heartened. Regardless, the point is that they
will not allow you to break the main quest - and from the descriptions I have read so far maybe some of the guild/faction quests too. They have argued that this would break the gameworld. While I accept that the idea of invunerable NPCs or forced reloading is a quick and easy way to avoid the need for a fault tolerant system it does not make it a
good alternative - it is simply settling for second best.
Anyways, all this will be changible in the CS, so the modders will probably end up being able to do some great stuff with the RAI that the dev's haven't even thought of. Also we might see quite afew AI modifications making the gameworld more flexible.
I'd prefer they released a finished game rather than a development kit that allows me to finish it for them or make my own. It is also worth noting that there are limits to what the CS can do.
Dose everything need a comfirmation to make you guys happy? ...
Yes. (Well me at least although I imagine that many others would feel similarly)
In fact this very thread is based on a mistaken Dev comment - without confirmation we'd have been under the impression that you could continue in Oblivion even after breaking the main quest...
Once again: My thanks to MrSmileyFaceDude for the confirmation regarding this point (even if it wasn't what I wanted to hear!
)
They mentioned in-game conversations as well as info being passed between NPCs.
Plot tweaking on the fly is impossible. No way to simulate human langauge, let alone voice, in a remotely non-sucky fashon.
This is why I expressed my concern that the focus on fully spoken game dialog would impose restrictions on what could be done with the so-called 'groundbreaking' AI. Such plot tweaking
is possible - it just isn't easy (but then I never said it would be).
And as a point of fact synthetic voice creation
is possible; the topic has even made an appearence on the Official TES:Oblivion bulletin board. There are two methods - pre-recording a range of actual spoken sound which are then assembled to create the sound of the word; the other is to model of the human vocal system. Both are processor intensive but both do work. I accept that such technology might not be usable (within a game) at present but it does not change the fact that the technology exists.
I am guessing the 'sucky' fashion to which you refer is a product of sentences being formed from a dictionary of pre-recorded whole words. This is significantly less sophisticated and is a poor comparision.
Part of the goal was to remove "Filler" NPCs, aside from gaurds and bandits.
But if 'filler' NPCs were dynamic then they would, to a large extent, be more substancial - their history and relationship to the game world could be created depending on the environment (condition of the gameworld) they enter.
I guess we'll just have to disagree on this point as I think that 'filler' NPCs would contribute to the game - particularly the replayability factor.
Interesting idea. The one problem with all of your Ideas is that all of this requires this to be comunicated to the player. Now even if you were using text only, all personality of those characters would be lost based on the fact that generated dialouge wouldn't be able to take advantage of all the variations of human language that make for interesting dialouge. Now forget about doing this with voices...
The point is to create a sustainable system that 'passes on' the relevant history with the personality dynamically created by drawing on events, past and present, within the gameworld.
Again this highlights the imposed restrictions resulting from the insistance on fully-spoken dialog. This focus has dictated that the free-form nature of an RPG be dumbed down so much that it is no longer an RPG at all.