I wish developers had a program that released a virus into the computers of people who make sexist/racist/homophobic comments in online games.
0-oTheMadDoctorsCat said:I meant, nobody has come up with a good system for NPCs yet. I don't particularly care about Bioshock, it was slightly disappointing given the extreme hype that surrounded it; it just happens to have an extremely effective engine when it comes to you (or your enemies) interacting with the environment. I'm sure UR3 didn't allow you to set oil on fire to burn your enemies with, or electrocute them by shooting an electric burst at the water they were standing in. Take that kind of thinking and apply it to NPC character design, and you have a much better result than what you see in RPGs like Oblivion.defcon 1 said:nobody? Bioshock uses the Unreal 3 engine. That's one of the more famous ones.TheMadDoctorsCat said:If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.
Make some Action/Adventure MMO games.
In fantasy games, make some of the good guys have cool creatures on their side. Villains get Dragons, Trolls, Wraiths,Demons,Golems,Goblins etc. Meanwhile, the good guys only get Humans, Humans with pointy ears and long hair, and mabey a Horse or Griffin.
I think GTA 4 might be a start. For example, If you shoot some one, or get in an accident, Cab drivers refuse to pick you up. If theirs blood on your car, people run away from you.TheMadDoctorsCat said:I wish that someone would develop a great engine for interacting with NPCs. One that would make it just as likely that a wolf would run away and hide from you as it is that it would fly at your throat. One where everything animate could be friendly or neutral as well as hostile (except for the really nasty monsters of course, but they'd be the exception). One where you could negotiate or barter with goblins or bandits perhaps, instead of getting into an unavoidable to-the-death fight. Also, characters would react differently according to what they'd seen you do (a civvy who's seen you hand money to a beggar is going to react very differently than one who's seen you stab the beggar in the throat), what their and your circumstances are, what clothes or armour you wear, etc. Seriously, is it that difficult, given the technology we've got at the moment? If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.
I could imagine a great RPG that could be made like this. It would mean that "personality" as a statistic meant something other than just spellcasting ability, speechcraft could be vital to a stealthy or negotiator-type character, and best play strategy would incorporate lots of non-fighting elements, as well as several actual fighting ones that can't be used effectively when there's really only one tactic that hostile NPCs use - all out offence. (Mastery of the bow for example - in games like Oblivion, the bow is practically useless when every other living thing you're likely to come across anywhere other than on city streets is guaranteed to go for your throat before you've got time to draw it. What if you could use your bow on retreating NPCs, or ones that stay at a distance without attacking? What if NPCs like wolves waited to gang up on you with other nearby wolves before going after you - would you be able to spoil their plans with a well-timed bow shot or throwing dagger? And would killing one wolf with a bow cause others to run away in panic or attack out of rage? What if different wolves reacted differently, randomly or according to how many others were nearby?)
The effect of always hostile NPCs is that only an absolute nitwit would choose to play a "stealth" or "personality" type character over one who's a master at hitting people with swords, summoning demons or spewing high-level fireballs. In 95% of RPGs that I've played, there's practically no point in choosing any character except a high-level wizard or warrior. I put this entirely down to the total lack of intelligence when dealing with non-human characters. Does it have to be this way?
No, you call him human. You know, human? The things with emotions, that usually break down when they see another member of their species ripped apart by metal projectiles? Soldiers aren't some different breed of human that are completely impervious to fear, where the fuck do you think the word 'morale' comes from? So, by your logic, people who are scared in the wake of their own mortality are 'not-soldier freaking loser morons'. Yeah, I call them normal, funnily enough. Think before you vomit.propertyofcobra said:....Yeah. See, you know what you call a soldier who drops his gun and flees like a little girl at the first sign of danger or pain?Vanguard_Ex said:Make an FPS with actual realism. I don't mean like bullets penetrating walls or enemies that jump out the way of grenades, I'm talkin' enemies that drop their gun and scream in pain, then run like hell when you shoot them in the arm. And when a grenade drops nearby, your character yells in fear. When there's bullets flying overhead with nothing but a pile of sandbags between you and certain death, your hands shake and you occasionaly clumsily drop your gun.
You call him DEAD.
A good soldier will have been seasoned and trained through live-fire exercises even before he gets to the field of battle to NOT shake and drop his gun like a clumsy freaking idiot and generally act like a fearful jackass as soon as the bullets start flying.
Now if you used the Euphoria engine (spelling might be wrong there) to simulate injury reactions in a manner not seen since the original Soldier of Fortune, THEN we've got realism going, as the game will take into account the physical bullet impact as well as simulating pain reaction on the go without pre-rendered animations.
THAT is the sort of realism you speak of. Not "Oh yeah you got shot so you drop the gun and run like a girl, and get gunned down like the not-soldier freaking loser moron you ARE.".
I worked for EA as well, and there is a really nasty clause in your contract. If you think of a game idea whilst in their employment it becomes the property of EA if they can prove it.Anarchemitis said:My cousin works for EA in Burnaby (The majority of EA Sports production) and he told me that many of the people working there that he talks to would love to do a game that's new, crazy, inventive and artsy with all them cel-shaders, but the big bosses never do out of fear that it wouldn't appeal to many, or get good ratings and other video-game-bureaucratic crap like that.
They did this. It's called WarioWare: Smooth Moves. It's been out pretty much since Wii's release. It's not only one of the most fun and crazy games for the Wii, but it's one of the most fun and crazy games ever. Not to mention, it has microgames for every possible way you could ever hope to wield the Wii Remote.Lvl 64 Klutz said:TRY to do some cool stuff with the Wii... even if it sucks, just do SOMETHING that explores the possibilities.
I couldn't agree with you more...Maruza said:How about having the strength of mobs, make sense. In MMOs and RPGs, and..any game really. ... I rather judge how dangerous a mob is by its appearance, rather than the numerical tag in its name.