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Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 07:08am
by weemadando
Stark wrote:Totally unrealistic expectations are unrealistic. Increase map size, quality and interactivity while retaining the entire world as persistence? :D
It's one of the reasons why I think that having a game set in a very small environment (say a small village or similar), but with said amount of interactivity and "life" would be a far better game and also actually achievable. Even better if you combine it with an actual divergent storyline that can change dramatically depending on actions.

But hey, it's nice to dream.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 09:10am
by Vendetta
General Zod wrote:That always pissed me off about Fallout 3's the Pitt addon. If you decide to side with the enemy leader that's oppressing workers everybody instantly knows about it even though there's no possible way aside from magic and you can't use any speech challenges to convince them otherwise.
Instantaneous psychic communication for everyone but the player has been a feature of the Radiant AI engine since Oblivion. It used to be just for reporting crimes, but now it's for all the latest gossip.

Having a witness management and communication system that would handle events like that propagating throughout the world would be shiny, but probably not sufficiently shiny to pay for it's development cost.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 09:20am
by PeZook
Most players wouldn't notice, and it can be all scripted in, anyway. Waste of developer time.

The Pitt is just poorly written, wasting a really cool new place with inane choices and a terrifyingly dumbass plot (Oh by the way, controls to lights that make the zombies not want to eat us are located in a zombie-infested dungeon. You can enter that dungeon through a zombie-infested train yard.). Do I steal the baby? Whatever, man, the result and rewards are exactly the same. It's basically a set of new art for the editor, some new guns it shoves in your face and an extra shop.

Wooo! Anyway, my point is that you don't need super-duper AI technology to avoid stupid crap like psychic people: just write it better.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 03:07pm
by Eleas
Stark wrote:Wow, a thread about sandbox games sure needs a pile of ranting about load times and Morrowind.
YOU HAVE SUMMONED ME. I AM HERE.
Frankly I'm not even sure AI is a limiting factor at all; the only complex AI required is at a relatively high level. Individuals having 3-5 basic behaviours is totally fine, and wasting time on RADIANT AI of stupid shit is just a waste of time. Persistent populations is NOT necessary to an effective sandbox game - but of course, Space Rangers 2 has one anyway, along with multiple routes to victory (which are more or less viable depending on the random galaxy). :)
No, I think you're right. It annoys me, however, that "AI" in gamer parlance is a word largely without meaning. In other words, what does it stand for in reality? Enemies with decent small-scale tactics? Accurate pathfinding? Not being terminally stupid during conversations? Having set routes that you tend to follow?

Yes, Dwarf Fortress relies on emergent behaviour and that's plenty nice, but this is not going to magically create a story for you. Like it or not, most titles famed for their sandboxiness do seem to feature a story.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 06:06pm
by Starglider
Stark wrote:Totally unrealistic expectations are unrealistic. Increase map size, quality and interactivity while retaining the entire world as persistence? :D
A lot of the stuff he asked for is just hardware limitations. Memory is still fairly tight on current consoles, 512 Mb isn't that much when you've used most of it up with the frame buffers and streaming HD models and textures. With double-digit gigabytes of memory, the cost of persisting even an entire city (to GTA4 resolution) becomes a trivial fraction of your available memory, so it becomes a design decision for how long damage etc should persist. Similarly, dense traffic and crowds is essentially a model count issue, the next console generation should have no problem rendering them (particularly since resolution will stagnate at 1080p for a decade or so).
Dwarf Fortress relies on emergent behaviour and that's plenty nice, but this is not going to magically create a story for you.
Automatic generation of stories was a major research topic in symbolic AI in the 1980s; TALESPIN is the prototypical example that kicked it off. A significant amount of work has been done with some surprising hidden successes, and a lot of that could be updated with modern techniques (e.g. Bayesian nets, millions of times more brute force available for search/constraint satisfaction) to produce at least passable narratives. There's virtually no interest though, because (a) you need creative people to make games and they want their 'vision' realised, even if it is shitty fanfic grade writing and (b) no one in the industry has the cash for such blue-sky stuff. Graphics research has been pushed by many contributors; the CAD community, movie CGI, compsci academia, hardware researchers, scientific visualisation etc. Game physics similarly benefits from masses of research on physical simulation for engineering and scientific purposes. Game AI just gets a few scraps from academic AI, and automatic narrative generation hasn't really been trendy for twenty years or so.
PeZook wrote:Wooo! Anyway, my point is that you don't need super-duper AI technology to avoid stupid crap like psychic people: just write it better.
Game writing isn't magically going to improve any more than movie writing is, so this is a non-solution. Once a form of media reaches mass popularity and enough budget to have dedicated writers, you run into the basic limitations of the available talent base. Game writers already get plenty of attention and have pretty much all the tools they could ask for (for telling static canned narratives). You get the odd title with really good writing or neat gameplay innovations of course, and rising budgets can add either polish or length (usually polish, if you're lucky, marketing if you aren't) but fundamental improvements in gameplay experience require technological progress.
(OMG I WANT TO ENTER EVERY BUILDING!!!)?
I don't see why that's unrealistic. It just requires more storage space and some (probably offline) procedural content generation. Suspension of disbelief hinges on different things for different people, but for me certainly in GTA it's annoying that you can't blow holes in buildings (and reveal interiors) the way you can in the Battlefield games.
Vendetta wrote:Having a witness management and communication system that would handle events like that propagating throughout the world would be shiny, but probably not sufficiently shiny to pay for it's development cost.
Not just the dev time, also the significant memory consumption and worst major increase in tester load / debugging time. As I said before, if you want this done well, it would have to be done in reusable middleware. If you imagine how the software in Star Trek holodecks must work, their 'games' seem to based on a completely common, extremely advanced engine that does everything from ray-tracing the graphics, through physics and content generation to near-human-level AI. The level of skill required to create a new game is that of an amateur movie director. That is the end point that we are slowly converging towards.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-13 11:28pm
by adam_grif
Having a witness management and communication system that would handle events like that propagating throughout the world would be shiny, but probably not sufficiently shiny to pay for it's development cost.
You can treat it like one of those extremely simple infection spread simulators, except tracking meme flow. NPC's don't talk about events unless it's been transmitted to them. Every time there's a load screen or some down time it gets recalculated. The increase in bug-testing mentioned by Starglider seems like the biggest issue.

Not sure how they handle it, but Assassin's Creed games have local NPC's fleeing when they witness a crime, and also a few nearby ones who hear the screaming of "MUUURDEEREEEER", but then when you run sufficiently far away the NPC's are just curious as to why you're running. The guards you run into aren't instantly hostile (at least in AC2, don't remember the first) until the guards chasing you get nearby and alert them.

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-14 01:48pm
by Commander 598
I don't see why that's unrealistic.
Isn't it supposed to be a feature of Crysis 2 or did they give up on it?

Re: Where do we go from sandbox gaming ?

Posted: 2010-09-14 02:08pm
by General Zod
adam_grif wrote: Not sure how they handle it, but Assassin's Creed games have local NPC's fleeing when they witness a crime, and also a few nearby ones who hear the screaming of "MUUURDEEREEEER", but then when you run sufficiently far away the NPC's are just curious as to why you're running. The guards you run into aren't instantly hostile (at least in AC2, don't remember the first) until the guards chasing you get nearby and alert them.
They just use an alertness system like Grand Theft Auto. Once you get out of that circle you're in the clear.