See the Space Ranger games if you want to see a system where the AI actually does do things the player would otherwise be tasked to do and could even beat the game on it's own, provided the difficulty was low enough.Charcharo said:But yeah, interesting trivia:
In its first versions, the STALKER A-life was capable of taking all the tasks the player could so it was possible for an AI to actually complete parts of the storyline or the entire storyline before the player. It had to be cut out and changed for gameplay purposes.
Maybe quite THAT advanced we done need, but a more dynamic, living, breathing world where NPCs seem to matter would do wonders. As it is, STALKER's world never feels dead no matter how bleak it looks. Other open world games can not achieve this without this interesting technology manifested into direct game design.
As has been mentioned you're probably thinking of Elder Scrolls, and the problem with any game that has had this sort of system thus far is it's rather blatantly exploitable and tedious, while preventing it from being strictly necessary to actually make progress in the game to become good at it. It leads to things like standing there while a mudcrab attacks you a few hundred times to level up your armor skill, or casting fire spells at yourself to level up your destruction skill, and other such things, and considering how often you'll find yourself getting your butt kicked if you don't do things like that all but mandatory.FoolKiller said:Highly flexible RPG class system
This one has existed for nearly thirty years. The system in Final Fantasy II did this. Whatever a character used, got that character better at it. It was practice makes perfect. Arguably better than even selecting what to upgrade. It just did when you worked at it. Also, didn't Demon's/Dark Souls do this?
True, it was called Kingdoms of Amalur. My problem with the game is that you are still basically limited to any combination(or lack of, if you wish) between Warrior, Mage and a Rogue. There is only one healing spell, you can't shapeshift, you can't summon hordes of skeletons/monsters to your aid, etc, so it was still limited.Dominic Crossman said:That first one describes a game called Kingdom of Alamur if I I'm remembering the name. Definitely kingdom of something?
OK, I haven't played FFII, granted, but if it is anything like V, then in the end your goal is not to tailor every party member to the role you want them to have, but to create a team of ?bermensches, who can do EVERYTHING.FoolKiller said:Highly flexible RPG class system
This one has existed for nearly thirty years. The system in Final Fantasy II did this. Whatever a character used, got that character better at it. It was practice makes perfect. Arguably better than even selecting what to upgrade. It just did when you worked at it. Also, didn't Demon's/Dark Souls do this?
Hah, somehow I guessed you'd show up where STALKER was mentioned.Charcharo said:Damn my suggestion is on there !:O!
*Time to be less jaded for a month at least!*
But yeah all are great suggestions IMHO. I really love the adjustable/controllable difficulty one. It can make replays of a game feel much better!
But yeah, interesting trivia:
In its first versions, the STALKER A-life was capable of taking all the tasks the player could so it was possible for an AI to actually complete parts of the storyline or the entire storyline before the player. It had to be cut out and changed for gameplay purposes.
Maybe quite THAT advanced we done need, but a more dynamic, living, breathing world where NPCs seem to matter would do wonders. As it is, STALKER's world never feels dead no matter how bleak it looks. Other open world games can not achieve this without this interesting technology manifested into direct game design.
I would love to see the A-Life system be experimented a bit in open world games. Though vary the scripts a little bit. For example, NPC-1 wants to become the best merchant in the land, so he buys low and sells high, NPC-2 wants to become an assassin, so he takes out important figures in power structures. It might all decend in to chaos, but the benefits far outweigh the costs.Thyunda said:Hah, somehow I guessed you'd show up where STALKER was mentioned.Charcharo said:Damn my suggestion is on there !:O!
*Time to be less jaded for a month at least!*
But yeah all are great suggestions IMHO. I really love the adjustable/controllable difficulty one. It can make replays of a game feel much better!
But yeah, interesting trivia:
In its first versions, the STALKER A-life was capable of taking all the tasks the player could so it was possible for an AI to actually complete parts of the storyline or the entire storyline before the player. It had to be cut out and changed for gameplay purposes.
Maybe quite THAT advanced we done need, but a more dynamic, living, breathing world where NPCs seem to matter would do wonders. As it is, STALKER's world never feels dead no matter how bleak it looks. Other open world games can not achieve this without this interesting technology manifested into direct game design.
The A-Life system is really cool, I'll grant that. I especially liked joining campsites so I could sit and listen to the guitar playing, at least until mutant warthog things came and chased everyone away. Only the guitar player survived. His next song was pretty tragic, all things considered.
My only real problem with it is that I imagine it's part of the cause of my quest-essential NPC getting fucking iced while I was on a mission for him.
As for the first slide, about the complex levelling system - Elder Scrolls Online. A mage can wear heavy armour and put their skill points into sword-and-shield if they want. To double the fun, at level 15 you can equip another weapon set and switch to it in combat, and it comes with its own skillset, so you can switch from a stealth-based archer to a brawler in a split-second. Which is how I intend to mitigate my inability to do anything except really slowly fire arrows at angry men rushing at me.
No... definitely thinking of Demon's Souls. I haven't played any of the Elder Scrolls yet. And based on the description for the category and what you wrote, I was right. It lets you level up anything. I thought that was the point.Gundam GP01 said:No, you're thinking of Skyrim/Elder Scrolls.FoolKiller said:Highly flexible RPG class system
This one has existed for nearly thirty years. The system in Final Fantasy II did this. Whatever a character used, got that character better at it. It was practice makes perfect. Arguably better than even selecting what to upgrade. It just did when you worked at it. Also, didn't Demon's/Dark Souls do this?
In Dark Souls, the only thing that the classes do is change what equipment and stats you start with.