Mike Laidlaw wrote...
JohnEpler wrote...
And more intelligent and 'life like' ambient behaviour is definitely something we're looking into for future projects. Giving NPCs their own schedules and lives, within certain boundaries, is one of the best ways to make a world feel 'alive'. Even if it's as simple as saying 'when event X happens within Y number of meters, do Z', and then having several sets of those behaviour - if they react to outside stimulus it helps lessen the feeling that you're playing a game that's divided into distinct parts, such as exploration, combat, etc.
We have a lot of ideas on how to improve this aspect in future titles. There's not a lot I can say about it regarding specifics, of course - but we're certainly aware that it's a high priority for a lot of people.
It's worth noting that I have a deeply allergic reaction to not being able to buy or sell things due to schedules. I don't like it when the "sim" gets in the way of my gameplay. Doesn't mean shopkeepers couldn't leave, but it probably means that there'd be a "night guy" if a shopkeeper went to bed.
Of course, that would be supposing a day/night cycle, and that's just crazy talk. Right?
Hopefully not crazy talk, and why would you have a deeply allergic reaction to schedules? Impatience issue perhaps? Back to the point...
You say you don't want the "sim" getting in the way of your gameplay whereas I see the "sim" as part of the gameplay.
Being able to do all things at any given point in a game is a little boring and takes away from the overall depth of the game by making the world in which you interact too convenient and one dimensional. A day/night schedule adds a ton to immersion.
Give me a world that has day/night, where there are business hours, where my character needs to sleep for stamina the next day, for injuries to heal, etc, where the setting in which I find myself is different at night than it is during the day. The Baldur's Gate series did this correctly. The Witcher, too. In both, different monsters appear at night and the ambience of whatever setting in which you found yourself changed considerably. In BG 2, for instance, being out at night meant not only exposure to vampires but also a greater risk of getting mugged. It added excitement. The same goes for the Witcher, except you worried about drowners and the drowned dead. Having to go out at night in the outskirts of Vizima to light the candles with those hell hounds and ghouls appearing?
Talk about fun!
Likewise, you should not be able to do the same activities in day and night, else what is the point except for the sun downing and the moon rising? There's no value in that alone besides the aethsetic.
Immerision is about a thousand little things. Granted, some are inconvenient, even tedious on occasion, but...make too many things too easy or non-existent, and well, you take away from the depth, challenge, and overall enjoyment of the game.
Modifié par google_calasade, 12 janvier 2012 - 07:54 .