• Re: Fare Thee Well, Piranha Bytes

    From Werner P.@21:1/5 to All on Wed Jul 10 15:40:01 2024
    That summed it up, basically they were releasing the same meta story
    over and over again in different settings there simply was a lack of development, what was top notich in 2001 simply did not work anymore in
    their 6th and 7th game.

    The meta story setting fantasy or sci fi fantasy, work your way up one
    of the fractions and then go for the bad guy once you have worked your
    way through the fraction!

    If they would have deviated from this meta story after lets say 3 games
    they still would exist very likely or would have gained a higher status
    than they have.

    I loved the first two gothics, especially G2 had the vibe of an Ultima
    10 which we never got!
    But time has moved on, they did not!

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  • From JAB@21:1/5 to Spalls Hurgenson on Thu Jul 11 09:49:53 2024
    On 10/07/2024 23:07, Spalls Hurgenson wrote:
    But "Gothic" had another ace up its sleeve. It's world didn't feel artificially compressed. In so many CRPGs, the world is a lot smaller
    than it should be; so-called major cities are comprised of a few
    hundred people, towns are separated by only a few hundred steps of
    wilderness travel, and the tallest mountain peak is less than a
    thousand feet above sea level. These cheats are, of course, an
    acceptable break from reality to keep the game fun by cutting out a
    lot of unnecessary dross (and because it's resource-expensive to
    actually generate a uniquely huge world) but it adds a layer of
    artificiality to the experience.

    I kinda accepted that there's a limit to how much effort should be put
    into even designing a town but the part I found really jarring was the
    lack of activity. Where are all the people just going about their daily business. I think it was The Witcher that was one of the first games
    that gave me a sense that a town was alive and not there just for me.

    Then the really jarring one, small villages that make no sense. So
    there's about five houses yet you manage to support a fully equipped
    black smith and a market that when the party arrive out numbers the
    number of people using the market. You also get to why does the local
    tavern contain far more people than actually live here.

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  • From Xocyll@21:1/5 to All on Thu Jul 11 09:31:21 2024
    JAB <noway@nochance.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs say:

    On 10/07/2024 23:07, Spalls Hurgenson wrote:
    But "Gothic" had another ace up its sleeve. It's world didn't feel
    artificially compressed. In so many CRPGs, the world is a lot smaller
    than it should be; so-called major cities are comprised of a few
    hundred people, towns are separated by only a few hundred steps of
    wilderness travel, and the tallest mountain peak is less than a
    thousand feet above sea level. These cheats are, of course, an
    acceptable break from reality to keep the game fun by cutting out a
    lot of unnecessary dross (and because it's resource-expensive to
    actually generate a uniquely huge world) but it adds a layer of
    artificiality to the experience.

    I kinda accepted that there's a limit to how much effort should be put
    into even designing a town but the part I found really jarring was the
    lack of activity. Where are all the people just going about their daily >business. I think it was The Witcher that was one of the first games
    that gave me a sense that a town was alive and not there just for me.

    Then the really jarring one, small villages that make no sense. So
    there's about five houses yet you manage to support a fully equipped
    black smith and a market that when the party arrive out numbers the
    number of people using the market. You also get to why does the local
    tavern contain far more people than actually live here.

    and yet places like that did exist historically, the crossroads Inn
    between Here and There, with blacksmith because Travelers horses need to
    be re shod, wheels on Wagons and stagecoaches and such replaced and
    rebound.

    They didn't exist in a vacuum, they were just a rest stop and fix it
    location between the interesting bits people traveled between.

    Think fresh horse locations for the Royal Mail back in the day, or the
    American Pony Express.

    Or an Inn farmers stop at half way between the farm and the city where
    they will sell their goods (they'll sell some at the Inn too.)

    Xocyll

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  • From JAB@21:1/5 to Spalls Hurgenson on Fri Jul 12 10:40:17 2024
    On 11/07/2024 16:59, Spalls Hurgenson wrote:
    On Thu, 11 Jul 2024 09:49:53 +0100, JAB <noway@nochance.com> wrote:

    On 10/07/2024 23:07, Spalls Hurgenson wrote:
    But "Gothic" had another ace up its sleeve. It's world didn't feel
    artificially compressed. In so many CRPGs, the world is a lot smaller
    than it should be; so-called major cities are comprised of a few
    hundred people, towns are separated by only a few hundred steps of
    wilderness travel, and the tallest mountain peak is less than a
    thousand feet above sea level. These cheats are, of course, an
    acceptable break from reality to keep the game fun by cutting out a
    lot of unnecessary dross (and because it's resource-expensive to
    actually generate a uniquely huge world) but it adds a layer of
    artificiality to the experience.

    I kinda accepted that there's a limit to how much effort should be put
    into even designing a town but the part I found really jarring was the
    lack of activity. Where are all the people just going about their daily
    business. I think it was The Witcher that was one of the first games
    that gave me a sense that a town was alive and not there just for me.

    Strange, I didn't find "The Witcher's" city all that engaging, largely because it was pretty empty. "The Witcher 3", was much better in this
    regard, with much larger crowds. But even so, most of the people in
    both games were fairly static, mostly just standing in place and not
    really DOING anything. Although at least they did have the decency to disappear at night and not stand around 24 hours a day.


    This was a little town, can't remember which, and is was noticeable that
    it was less sparsely populated and also more active than I'd come to
    expect from a CRPG.

    To me it just helps with the immersion to not have it completely jarring.

    "The Witcher 3" did have one of the first suitably LARGE cities where
    it actually felt 'life sized' and filled with sufficient numbers of
    buildings and businesses (even if most of them were inaccessible to
    the player).

    But I get it. Even though the idea for 'living NPCs' was around since
    the 80s, both the difficulty and utility of this are rarely
    beneficially to game-design. It takes a lot of resources --both in
    terms of computing power and developer man-power-- to create a city
    filled with NPCs who have active schedules (and -- as has been
    frequently observed by players of "Elder Scrolls: Oblivion"-- can lead
    to hard-to-troubleshoot edge-cases where the AI goes off and does
    something unexpected).


    STALKER did try this with some limited success of providing a more
    living world but it did have the advantage that it's incredibly
    unpopulated so isn't that much of a resource hog.

    Oblivion I know was touted for its AI but I can honestly say that I
    didn't really notice it besides one side quest where you had to follow
    an NPC to resolve what was happening oh and my horse gaining a mind of
    its own and the ability to walk about six foot in the air!

    But even more importantly, it doesn't really add much to the gameplay.
    It's a neat tech-trick, something you can market as 'new' and
    'exciting', but it often gets in the way of the actual gameplay. NPCs
    with schedules often leads to players not being able to find the quest-givers, stalling the plot. It's arguably realistic, but it isn't
    much fun.

    Still, the complete abandonment of the mechanic in the late 90s and
    early 2000s was jarring, and that made its reappearance (limited as it
    was) in "Gothic" all the more exciting.


    To me it's ok for important NPC's to have fairly fixed schedules as you
    can relatively easy fudge why that would be but I would like to see more
    filler NPC's just doing anything. That's seems a fair balance between
    the two.

    Then the really jarring one, small villages that make no sense. So
    there's about five houses yet you manage to support a fully equipped
    black smith and a market that when the party arrive out numbers the
    number of people using the market. You also get to why does the local
    tavern contain far more people than actually live here.

    "Ultima IX" had this museum where -if you entered it- there was this
    ROAR of murmurs and movement, as if hundreds of people were around you
    all shuffling about and admiring the exhibits. This despite the fact
    that the museum encompassed all of a single, average sized room and
    there was nobody in it except yourself. ;-)
    With earlier games, I was a lot more forgiving. With so little disk
    space, such tiny amounts of RAM available, you ignored the fact that
    each city was fed by two farms that had plots of land smaller than the average London flat. You just accepted that these were placeholders representing much larger estates. It's less acceptable with modern
    games, which have the resources to create a more realistic scale. I
    mean, I'm not demanding total realism* but even today, most CRPGs
    --where it is "Skyrim", "The Witcher", or "Kingdom Come"-- plop down
    five or six farms total and call it a day. Wandering day after day
    through endless farmland wouldn't be fun, but maybe a /bit/ more
    attention to scale and realism?


    It one of the things I would actually support AI for, providing filler
    content that isn't important to the overall plot but instead there just
    to add a level of realism.


    ----------
    * it takes about a football pitch's -roughly an acre- worth of land to
    feed a person for a year. A town of 10,000 would need 15 square miles
    of farmland to feed it. More if you took into consideration the land
    needed to feed the farmers, fallow lands, the inefficiencies of
    medieval farming, etc. IIRC, there was a 10:1 ratio of farmers to city-dwellers in medieval times, because you NEEDED that many tillers-of-the-soil to keep even the smallest cities fed!


    Not sure of the exactly numbers but yes it's quite easy to forget that
    it wasn't that long ago that food production was one of the main
    activities of societies and you couldn't just pop down the shop and buy anything you want.

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  • From JAB@21:1/5 to Spalls Hurgenson on Sat Jul 13 09:55:15 2024
    On 12/07/2024 16:22, Spalls Hurgenson wrote:
    On Fri, 12 Jul 2024 10:40:17 +0100, JAB <noway@nochance.com> wrote:
    On 11/07/2024 16:59, Spalls Hurgenson wrote:
    To me it's ok for important NPC's to have fairly fixed schedules as you
    can relatively easy fudge why that would be but I would like to see more
    filler NPC's just doing anything. That's seems a fair balance between
    the two.
    It one of the things I would actually support AI for, providing filler
    content that isn't important to the overall plot but instead there just
    to add a level of realism.

    I'm not crazy about modern LLMs being used in video games. Partly
    because I know it will be used as another reason to tie the game to a
    'live service' economy where the game requires constant online access,
    and becomes unplayable if and when the publisher pulls the plug. But
    also because while LLMs are good at spinning stories, they fail at consistency and matching tone. Eventually, maybe we'll get there...
    but I don't think the technology is anywhere near ready.


    I actually think it has it uses, so besides the ones I've mentioned
    using it as something to bounce ideas of but ultimately it's the
    actually person who creates and hones the ideas. I've played with AI
    dungeon and that's a good example of that for a form of cooperative
    story telling where you are in change of the direction.

    The problem I have with it is I just don't see it being used as an
    positive aid but instead as a bland replacement. Then again if you look
    at a lot of long term IP's I'd say an AI could have made a overall story
    than the games dev's did. Create me a story that is based on stereotypes
    and any twists must be sign posted so that you'd have to be brain dead
    not to see them coming.

    * it takes about a football pitch's -roughly an acre- worth of land to
    feed a person for a year. A town of 10,000 would need 15 square miles
    of farmland to feed it. More if you took into consideration the land
    needed to feed the farmers, fallow lands, the inefficiencies of
    medieval farming, etc. IIRC, there was a 10:1 ratio of farmers to
    city-dwellers in medieval times, because you NEEDED that many
    tillers-of-the-soil to keep even the smallest cities fed!

    Not sure of the exactly numbers but yes it's quite easy to forget that
    it wasn't that long ago that food production was one of the main
    activities of societies and you couldn't just pop down the shop and buy
    anything you want.

    It's actually been reversed in modern times. Now 1 farmer can support
    10 people (worldwide average. I think it's even higher in areas with
    modern industrial farming).

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