OlSheep
Novice
There I was, sitting in front of my computer, already bored with Oblivion and unable to get any work done (even though that's what I had planned for my evening). Since productivity is obviously not my forte, I thought I'd do some lurking 'round here. That's when it happened. The unprecedented need to stop lurking to try and create some sort of interesting debate.
This is probably going to be a long post, feel free to leave the thread (with my apologies) if r3dd1ng 1s teh h4rd...
Before I begin, the post will contain a few references to Oblivion. Whatever conclusion you may draw from this, please keep in mind that this thread is not about that particular game. The concepts presented here will mostly be purely speculative and they are placed under the spotlight merely because I believe them to be interesting.
I believe that most of you have seen Will Wright's presentation of Spore at the GDC (it's kind of old news now). It's also pretty obvious that we all know about... Speedtree and incredible algorithmic soil erosion .
The question here is, has anyone tried to create a roundtable about the potential of serious use of procedural content in RPGs? Since I couldn't find one (if there actually is one... sorry?), I'd like to use this thread to share my thoughts (and to read yours) on this.
It seems to me that procedurally generated content should be a RPGer's wet dream. What you guys call the hive mind seems to have its big fiery eye set on choices and consequences. Let's see where we can go from there. Anyone here who fell for Peter Molyneux's hyping of the first iteration of Fable will remember that, at one time, the ability for your hero to get a child was supposed to be in the game.
Just take a look at Oblivion's face creation system (I believe it's base on facegen or something). You actually have that coupled with an AI capable of calculating the basic needs of an NPC (it doesn't do so flawlessly but it still tries) and a set of skills that can increase over time for any creature within the world. Am I the only one who sees tremendous theoretical potential here (not that Bethsoft would ever dare to try and exploit that kind of thing :evil?
By pushing this envelope, you could simulate a kid that would:
a) Be calculated to look a bit like your character and your char's... partner.
b) Be capable of having a relatively believable existence within the gameworld.
c) Be able to learn from your character and assist you in times of need.
Obviously, this would potentially bring to light the very amusing buzzwords that are "emergent gameplay". What are you going to do with the kid? You take care of him, his need for a parent will be calculated as satisfied. He will evolve with you, assist you, respond to you positively. Let's say you abandon him or mistreat him. There are virtually dozens of avenues that could be algorithmically simulated here. He could become a hero of reknown, he could decide that he's gotta become better than you, he could become an assassin with no love for you whatsoever, he could become a merchant, etc. He could also simply get killed by some random NPC(s), leaving nothing particularly interesting for you to notice.
By placing all the pieces of the puzzle together, the concept goes much farther than Molyneux's long gone promise. It adds to your experience an element that is both a good way to generate emotions and a potential random variation to the way you play the game.
It all comes down to what kind of training he gets/what skills increase. It doesn't necessarly depend on you. Yet, it's your fault. At the end of the day, that kind of idea seems like the perfect exemple of choice/consequence. It's entirely seemless. You don't even get to make a choice within a conversation menu, it just happens because you behaved in a certain way. Does that sound like a lot of work to implement? Yes, it does. Does it sound impossible once you've got all the tools you need to implement this? No, it doesn't, it only requires some exemplary scripting. Even though we're obviously still far from having the raw computing power necessary to simulate such an evolution for each NPC within a gameworld, creating a procedural NPC and the gameplay this entails doesn't sound impossible at all.
So, to conclude this rather overly long observation/rant, I'd like the hive mind to "work" on these questions:
- Are there any procedurally generated concepts that you feel are feasible, remotely reasonable and that would greatly enhance your experience with RPGs?
- Do you believe that emergent gameplay adds to the gameworld or that it reduces its credibility?
- What are your thoughts on procedurally generated content vs handwritten stuff?
I hope this is interesting (I believe it is). If anyone is wondering, this isn't some kind of marketing research and whatnot. I'm a student in software engineering and I have a genuine interest in the new trends that games seem to be taking (and I'm not referring to the mass-market appeal that we all hate).
Let me know if I try too hard . Should the thread become popular, I'll probably add to these ideas in new posts.
This is probably going to be a long post, feel free to leave the thread (with my apologies) if r3dd1ng 1s teh h4rd...
Before I begin, the post will contain a few references to Oblivion. Whatever conclusion you may draw from this, please keep in mind that this thread is not about that particular game. The concepts presented here will mostly be purely speculative and they are placed under the spotlight merely because I believe them to be interesting.
I believe that most of you have seen Will Wright's presentation of Spore at the GDC (it's kind of old news now). It's also pretty obvious that we all know about... Speedtree and incredible algorithmic soil erosion .
The question here is, has anyone tried to create a roundtable about the potential of serious use of procedural content in RPGs? Since I couldn't find one (if there actually is one... sorry?), I'd like to use this thread to share my thoughts (and to read yours) on this.
It seems to me that procedurally generated content should be a RPGer's wet dream. What you guys call the hive mind seems to have its big fiery eye set on choices and consequences. Let's see where we can go from there. Anyone here who fell for Peter Molyneux's hyping of the first iteration of Fable will remember that, at one time, the ability for your hero to get a child was supposed to be in the game.
Just take a look at Oblivion's face creation system (I believe it's base on facegen or something). You actually have that coupled with an AI capable of calculating the basic needs of an NPC (it doesn't do so flawlessly but it still tries) and a set of skills that can increase over time for any creature within the world. Am I the only one who sees tremendous theoretical potential here (not that Bethsoft would ever dare to try and exploit that kind of thing :evil?
By pushing this envelope, you could simulate a kid that would:
a) Be calculated to look a bit like your character and your char's... partner.
b) Be capable of having a relatively believable existence within the gameworld.
c) Be able to learn from your character and assist you in times of need.
Obviously, this would potentially bring to light the very amusing buzzwords that are "emergent gameplay". What are you going to do with the kid? You take care of him, his need for a parent will be calculated as satisfied. He will evolve with you, assist you, respond to you positively. Let's say you abandon him or mistreat him. There are virtually dozens of avenues that could be algorithmically simulated here. He could become a hero of reknown, he could decide that he's gotta become better than you, he could become an assassin with no love for you whatsoever, he could become a merchant, etc. He could also simply get killed by some random NPC(s), leaving nothing particularly interesting for you to notice.
By placing all the pieces of the puzzle together, the concept goes much farther than Molyneux's long gone promise. It adds to your experience an element that is both a good way to generate emotions and a potential random variation to the way you play the game.
It all comes down to what kind of training he gets/what skills increase. It doesn't necessarly depend on you. Yet, it's your fault. At the end of the day, that kind of idea seems like the perfect exemple of choice/consequence. It's entirely seemless. You don't even get to make a choice within a conversation menu, it just happens because you behaved in a certain way. Does that sound like a lot of work to implement? Yes, it does. Does it sound impossible once you've got all the tools you need to implement this? No, it doesn't, it only requires some exemplary scripting. Even though we're obviously still far from having the raw computing power necessary to simulate such an evolution for each NPC within a gameworld, creating a procedural NPC and the gameplay this entails doesn't sound impossible at all.
So, to conclude this rather overly long observation/rant, I'd like the hive mind to "work" on these questions:
- Are there any procedurally generated concepts that you feel are feasible, remotely reasonable and that would greatly enhance your experience with RPGs?
- Do you believe that emergent gameplay adds to the gameworld or that it reduces its credibility?
- What are your thoughts on procedurally generated content vs handwritten stuff?
I hope this is interesting (I believe it is). If anyone is wondering, this isn't some kind of marketing research and whatnot. I'm a student in software engineering and I have a genuine interest in the new trends that games seem to be taking (and I'm not referring to the mass-market appeal that we all hate).
Let me know if I try too hard . Should the thread become popular, I'll probably add to these ideas in new posts.