Of course, but that inevitably limits the kind of games you can make. The problem is essentially player expectations. If you control player expectations so that they never expect to interact with humans naturally, you're fine. 'Hardcore' gamers may well self-limit their expectations so effectively that it isn't a problem for them either, though it still isn't ideal. However if you are trying to provide a giant open world filled with widely varied challenges and realistic 'people', then you are going to run into this problem. And it is a problem, because that is what games like Oblivion are sold as, and it is clearly what a lot of gamers would like to see.Stark wrote:That's why you use game design to limit, depreciate or hide options that aren't covered by the static content.
The problem is that players are getting more and more freedom in some parts of the game, and that makes the total lack of freedom in other parts of the game more annoying. You are saying 'well developers should learn to hide the rails better - or just not bother trying to make open world games'. Hiding or running away from the problem is not the same as solving the problem - and this wouldn't annoy me as much if I didn't think that the problem is actually solvable with less 'magic' than is commonly believed.NPC dialog sucks because fantasy writing sucks, not because of 'technology' or lack of AI.
On the bright side there is potentially a lot of money in this, selling both titles and engine technology. After all the two best selling PC games of all time are The Sims and The Sims 2 - which used cutting edge game AI for their time, and look exactly like several early 'embodied agent' research projects. There have been a few start ups that focused on game AI, all failed to date (AFAIK), but some one will eventually crack it and they will probably make a lot of money in short order.
What's your point then? Branching stories are an improvement on completely linear ones? Yes, we knew that. 'Writers should write better'? No, really? Do you have a practical suggestion, presumably one not related to character AI?You can have a 'causal narrative' WITHOUT trying to be super open and GTA mega awesome simulated universe. 'Causal' doesn't mean '100% everything you do changes the world omg emergent story'.