Brutal example, but you get my point. Something that is ever changing.
Brutal example, but you get my point. Something that is ever changing.
1. It's often likely not fun. A big part of the joy of games is feeling empowered and free from all of the consequences of our actions in real life. Exerting power is often selfish and if NPCs remembered every single selfish thing you did, it would make playing the game feel as confined as real life. So much of the escapism of games is that freedom from consequences.
2. It's a testing nightmare. Games are essentially a ball of mutable state wrapped in a rendering engine. As any software engineer knows, mutable state is the largest source of bugs. Whenever you increase the amount of state the player can modify, your testing burden goes up significantly, potentially combinatorially. If NPCs remember your interactions, it means they are all carrying some mutable state around that can affect gameplay.
You've opened the door to an absolute testing nightmare where QA will file bugs like, "If you forget to ask Jane about her dog before talking to Fred about Jane, then four levels later you can't get her to tell you about her dog door and it's impossible to sneak in and find the key to finish the game."
In contrast it seems almost all game NPC AI's are state-machine based. One could fit this into the framework described above by calling it a degenerate form of production system, where rules can be applied to transform a sentence (or symbol) representing one state into that representing another state, but none of the states are combinatoric and the rules just interact in a directed graph.
I'd like to see a game where, instead of just states in a state-machine, the NPC's could generate thoughts like a production system. Even if it wasn't connected up to complex action or a planner, it would be interesting if the NPC's could have inner lives based on a chain of thinking, like, "Mary loves Joe. Joe loves his dog. Joe's dog eats hot dogs. I wonder from where Joe buys the hot dogs for his dog." Etc. etc.
See: https://plato.stanford.edu/entries/language-thought/#ArguPro...
https://ifdb.org/viewgame?id=urxrv27t7qtu52lb (you can play in your browser with the "Play On-line" button.)
Make sure to start with "help".
She gets annoyed at repetition. She'll react to things you do in the room. Responses differ based on prior conversation and some sort of internal mood implementation.
It's a breathtaking amount of work, but it's the very best NPC conversation I've seen.
I'm more impressed with the handling of consequences in Mass Effect 1 to 3. If you carry a single save game through all three games, the third game can become drastically different. One member of your party won't survive ME1 (it's your choice who that is) and the other one will substitute for them in ME 2 and 3. You can lose an almost arbitrary set of party members at the end of ME2. ME3 has a set of alternate party members to draw on when the main ones are gone. The fates of multiple NPCs can carry through all three games and end in very different ways (e.g. Karin Chakwas, Conrad Werner, Gianna Parasini). The controversy of the ME3 ending aside, the last entry of the series changes remarkably depending on your earlier decisions. Getting all of this straight must have been an enormous effort.
A game's narrative complexity can easily get out of control when impactful player choices are allowed to become combinatorial. Implementing that many different outcomes quickly becomes infeasible.
https://heterogenoustasks.wordpress.com/2015/01/26/standard-...
Half joke, since too many RPGs have killing (or something equivalent) as their primary interaction. Geralt of Rivia must have extinguished the wolf population of entire countries, a band of Pokémon trainers would devoid an entire forest of animals to level up their pikachus, etc.
Perhaps give Trust and Betrayal: The Legacy of Siboot a try. Arguably NLP has reached the point where that game could be remade without the reverse-parser?
V switched to a simpler karma system that mostly affected how badly you were penalized by dying and whether you were able to complete the game.
Reputation systems were pretty common in CRPGs starting in the '90s. In practice, though, a lot of those systems just boiled down to "does everyone in town want to kill you the moment they see you or not".
What we ended up with was 2-9 factions with up to 3 levels of response (hostile, neutral, friendly) which would be a disappoint to an optimistic CRPG player from the late 80s.
The Creatures trilogy also had some pretty advanced AI, based on neural nets. They're pretty small by today's standards, but the paper below does a fantastic job of explaining how they are trained while minimizing the computational time.
https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.18...
- You were supposed to pet a creature if he did something correctly. Unfortunately, that same behavior also encouraged him to eat whatever he was holding. So I pet him after he caught a boulder, which then made him eat the boulder.
Gameplay focuses on raising alien creatures known as Norns, teaching them to survive, helping them explore their world, defending them against other species, and breeding them. Words can be taught to creatures by a learning computer (for verbs) or by repeating the name of the object while the creature is looking at it. After a creature understands language, the player can instruct their creature by typing in instructions, which the creature may choose to obey.
A complete life cycle is modelled for the creatures – childhood, adolescence, adulthood, and senescence, each with their own particular needs. The gameplay is designed to foster an emotional bond between the player and their creatures. Rather than taking a scripted approach, Creatures series games were driven by detailed biological and neurological simulation and their unexpected results.
https://en.wikipedia.org/wiki/Creatures_(video_game_series)
I bought it on [well-known website that sells old, DRM-free games) but it was a bit... too old? So I never quite played it. So I have no clue how well the whole idea worked out.
Sakon was a memorable case for me. I’m pretty sure he’s the only regular human you can kill in the whole series
Most people don't try it, but as a kid I felt a little slighted by the end game god beast refering to me by my one time misdeed :(
I was just talking about the original / the series in general.
I haven't played any after 2.
I'm very happy to have read this because now, finally, I understand what Molyneux was all about. At the very least a Marketing genius (among other things).