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The only game I have been looking forward to finally came out and turned out to be utterly mediocre. I had my suspicions it might end like this due to artstyle looking like an ADHD high contrast mess.
I also just realized they were developing Avowed side-by-side with Outer Worlds 2, which seems like such a bizarre decision, spreading themselves thin over two open world RPGs, both set to release this year. I guess that is what getting acquired by Microsoft does to you.

>>39894
If you want "Indie Elder Scrolls," try Tainted Grail: The Fall of Avalon instead.


>>39895
indie skyrim*
I wish there was an indie daggerfall

>>39898
It's in the mold of Morrowind/Oblivion/Skyrim, yes.

I don't know if Indie Daggerfall is even possible considering how ambitious Daggerfall was and still is. Creating a modern spiritual successor would be a Herculean task, especially for a small company with limited funding and resources.

>>39915
Dude daggerfall really wasn’t that ambitious. It’s a 2 hour game with a map the size of a 4000 hour one.

>>39916
The big, procedurally generated map with huge cities and areas is the ambitious part.

>>39916
it's crazy that the main quest line only takes 2 hours but then things like the character creation and some of the mechanics could give hundreds of hours of content if the game had even a little more meat to it. for example, the way you adjust difficulty by giving your character weaknesses and advantages, and the combat speed, rather than just making the enemies spongier

File: 1739745818548.jpg (305.45 KB, 854x909, eothas.jpg)

The problem with making another game in the Pillars of Eternity setting is that the writers tipped their fedoras so hard in the second game that they basically destroyed the setting.

>>39971
What do you mean, PoE2 ended on a sequel hook.

>>39894
Outer worlds was such a let down
There isn't a single memorable thing about the game

>>39972
A "sequel hook" only if the next game was going to deal directly with the ramifications of destroying the wheel, which they have apparently decided against for a story about dicking around on a new continent.

I tried Outer Worlds recently, and one thing that stood out, the same that according to reviews is present in Avowed, is how dead and artificial settlements feels. NPCs just stand around, waiting to be interacted with, dont follow any day-night cycle, dont do any activities. At most aimlessly wander around. My question is, why? It doesnt seem like much effort to set some basic bahaviour, like 08:00-18:00 repeat animation at your workstation, then go sit in the tavern until 22:00, afterwards go home to sleep, rinse and repeat. Games could do that 20 years ago, so what happened? I mean Pillars of Eternity is an isometric cRPG, and it still had NPCs close shops and vacant the streets during night.

>>40272
Game devs stopped caring about immersion a while ago anon. No one wants to feel like they’re roleplaying in a role playing game anymore. Everyone just wants to minmax, do the endgame content, and grab all the best gear to impress their friends.

>>40272
Allocation of resources, particularly time. What you are describing is very typical of Obsidian, a studio that prefers to focus on things like prose, world building, story, etc. at the expense of simulatory elements.
They really are not a company that should be under pressure of making 'AAA' games, and the dismal response for this release proves that (again). 70 dollars is too much for any game, let alone an Obsidian one. They will be sacked over this failure, as they are now part of the Microsoft nebulous developer haze, and that is a shame.

Disregard the retard above me.

>>40279
>Allocation of resources, particularly time.
But my point is, does this actually take any meaningful amount of time? We are literally talking about just making them walk from point A to point B and perform some animation.

>>40272
Novelty feature

>>40280
If you think AI systems and periphery are trivial to implement you have so little knowledge of the subject you should not speak on it. Not to mention that *all* implementation costs time, there is no costless feature.

>>40295
>If you think AI systems and periphery are trivial to implement you have so little knowledge of the subject you should not speak on it
That is why I am not speaking on it, I am asking a question. And it is not like the game doesnt have NPC AI, it just isnt used in this particular way.

>>40296
A"I" systems depend on algorithms to do decision making. You'd need to implement a pathfinding algorithm (e.g. A*), which in turn needs map edits (node network) and/or additional worldspace code (navmesh generation) to work well. It's not that these systems are not known or well understood, it is that implementing acrue compounding costs (first adding the algorithm, adapting the existing systems to work with that algorithm, making changes to the entire game world to ensure they are utilized well, and finally bug- and playtesting). This is referred to as overhead, and why direct sequels are often more nuanced/content rich than their predecessor (less novel complexity, thus less overhead). Relevant to Outer Worlds as that was Obsidian integrating their own world and NPC systems with UE.
Same goes for a task system. First the abstract of these tasks need to be implemented (log, schema, etc.), connected to the world state (time of day, weather, location), concretised into actions (pathfinding, playing animations, leaving and being deleted from the worldspace), and tested.

Again, I can not stress enough that all of these individual steps are known, but that they cost time to implement and test and thereby incur overhead. Obisidian, for whatever reason, decided not to allocate resources in that direction.

>>40305
Just set waypoints for each daily activities and a dialogue change for each with agentic path seeking and you're golden.
Simple as.

>>40307
>waypoints
Still needs pathfinding. Edge case detection alone would be a pain in the dickhole.
>daily activities
Need additional code to actually *implement* those activities, from running the right routine when triggered, to animations, effects, sounds, etc.
>dialogue change
Additional text.
>agentic
Needs API implementation. Assuming this is even applicable, could very well not work well. Even if it works wonderfully you're still dealing with the API obfuscation problem.

All of these need testing, on top of that. Some of which would be very, very time consuming like your agentic AI.

See: >>40295


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