Randomness Generators

Post » Fri Feb 18, 2011 10:37 pm

I really hope that there are a lot of handmade core quests that are essential to the faction's storyline, which are then complemented by an endless stream of randomly generated quests that fit the purpose and style of each faction. Say, after you complete the Mage's Guild storyline, then you can keep doing quests based on your abilities, your faction rank, and your progress with the other factions. Like, go find some lich who is terrorizing a settlement and kill him. Or recover some arcane Dwemer artifact before some bandits do. It would be awesome! :rock:

Wait... so you'd rather have quests that don't take into accound your previous actions and adapt with you due to being rigidly hand-crafted? Procedural generation allows a more dynamic(in the literal sense) experience when properly implemented.

No I mean it doesn't randomly fill a quest template, it looks at your character. His level, friends, allies, skills, etc.

It doesn't randomize a number and say if it's 7 then james the nord gives you the quest.
It says "oh I see your friends with james the nord! well he'll give you the quest then"

Well, procedural generation isn't random. The stats it looks at become part of the "Seeds" used in the creation process of a quest.
A procedural-generation script with the same seed will always give the same result, giving the system a control for consistency.
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Charlotte Henderson
 
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Post » Fri Feb 18, 2011 7:56 pm

Well, procedural generation isn't random. The stats it looks at become part of the "Seeds" used in the creation process of a quest.
A procedural-generation script with the same seed will always give the same result, giving the system a control for consistency.


ah, thanks for clearing that up :thumbsup:
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 4:56 am

I like proceedurally-generated terrain... it looks more natural than hand-crafted terrain when done right, as well as able to generate truly unique, breathtaking, and massive worlds, when the parameters are properly defined.

I'm actually a big fan of proceedural generation in almost all aspects of a game...


ie:Minecraft


edit: well its not proceedurally generated but rather completely random, and still awesome
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Natalie J Webster
 
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Post » Sat Feb 19, 2011 4:16 am

If you want to play with procedural terrains, hop over to e-on software and check out Vue. Specifically, download the free Vue Pioneer app. No, I seriously doubt you could use the result in game, as it would be far to high polygon, and you would need one of the more advanced versions for the control you would need (I use Vue Infinite in my animations, so I know the app a bit). But with a little digging and research, you could easily master the concepts behind seeds, fractal patterning in terrain, and other nifty concepts.

And blessings on you scow. I don't know how many times people confuse procedural with random (lotta Daggerfall critics never parsed the fact that most of the 'random' stuff there was actually procedural, with seed values controlling dungeon location, module integration, etc. They may have used a random number generator before pressing the disc to create the initial offerings, but once created, they were set in stone, as it were.
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Eliza Potter
 
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Post » Fri Feb 18, 2011 9:34 pm

I have to admit, I was pretty impressed with (if not the design implementation of it) the surprisingly sane outputs of Oblivion’s Region Editor. Procedural generation is a really neat feature/methodology in general for a lot of things, especially as the file size of games get larger and larger considering what the difference is in what they deliver. I believe that I heard that Duty Calls, that supposedly 5-minute parody advergame put out to hype Bulletstorm, consumes a whopping 8 gigabytes when installed. I’m not quite sure of how much of that is true, and how much is necessary engine overhead vs. assets vs. uncompressed rendered video, but it sounds plain wasteful for something that can’t really encompass all that many meshes. It’s not the greatest example in the world, but it’s a recent one, and brings up a point I’ve always wondered: is it that developers are purely leveraging more in terms of increasingly available disk space and memory, or is it that some of these resources are getting taken for granted and that not much of an attempt is being made these days in the realm of compression?

Even more generally speaking, just seeing what well-implemented “randomness generators” output is fascinating, cool, and just plays to the sort of fulfillment one gets alongside the joy of discovery. Look at something as “simple’ as Minecraft’s terrain generation and the way one tends to respond to it and explore in this respect. That said, I don’t think us Elder Scrolls vets should get our hopes up overly about this so-called “Radiant Story”. Besides the fact that it shares a name with Radiant AI, an infamously hyped feature that proved to be largely a tease when it came to how it actually worked, Radiant Story’s treatment in the previews leads one to believe that it does little more novel than provide the facility to randomize the assignment of quest locations to a certain set of hidden generic map markers and make specifying fallback conditions for killed/terminally upset quest givers either a little easier or a little less reliant on creating a separate script for nearly every little thing, as has been largely necessary in these past Construction Set games. If anything, this would just make the job of doing a UESP writeup on a quest a lot more complicated. What it will probably (but not hopefully!) also do is to do the same sort of thing other games (Just Cause, Fable, WoW, RDR/GTA, etc.) have been doing for years in terms of spewing random Point A to Point B, Kill X Enemy A, Harvest Y Placeable P side quests, in order to make the game interminable a better value. Even these sort of formulaic-to-the-extreme quests once in a while, perhaps with random loot and such (in the normal quests, rewards should ideally err on the side of uniques) should be fine if executed unobtrusively, rather than relied upon. Not that I’d expect an Elder Scrolls game ever to routinely stoop to that level.

In any case, the question should be asked:
Wouldn’t this Radiant Story approach necessarily entail making quests so enabled just the slightest bit more generic?

This would be of especial concern in terms of dialogue assets – or, at least one would hope they’re not going to waste precious development time and VO work covering more eventualities, and thus possibly precluding plans for other quests. Hopefully though, it’s all just a cover for internal work to speed the workflow of making quests and dialogue trees in the editing tools, a process which has long seemed unnecessarily counterintuitive and even workaround-like in some respects. That way we can make less of a big deal about a feature that we may well only want to change a few things about any particular quest and get back to fighting over harmless things like spears, crossbows, and glass throwing stars. Or lamenting the possible loss of “spreadsheety” spellmaking, enchanting, and alchemy. All of which are things that are awesome, don’t get me wrong.
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Amber Ably
 
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Post » Fri Feb 18, 2011 8:50 pm

The fact that Todd said we won't even realize that a quest has dynamic elements and that it will still feel scripted makes me think that this won't be the huge, impactful feature we suspected. At least not until subsequent playthroughs, when we discover that the quests are different. That's still a really interesting feature, though, and should add at least a little bit of intrigue and replayability.

I suppose this will make way easier for them to add make some of the detail of the quests. This way I suppose the real impact in game we may notice could be a huge number of quests.
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 5:42 am

ie:Minecraft


edit: well its not proceedurally generated but rather completely random, and still awesome


Or in a few years; like i posted infinity the quest for earth.
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 2:49 am

Or in a few years; like i posted infinity the quest for earth.
i haven't heard of it. who's developing it?
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lolly13
 
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