Less predictable - consequences

Post » Thu Oct 29, 2009 7:10 pm

In Mw, the Npc just stood still. In ob, yeah they moved but it was very regular and formulaic. Doing the exact same things every day forever. And they all waited for you indefinitely, to start the quest action. It all is very Truman Show like. I know it's to support open ended sandbox and user freedom but I want more realism.

Quests should complete themselves if you wait too long. Quests should "combine" - maybe you can kill two birds with one stone? Npc behavior should change over time. They should colaberate in unique ways. Maybe they decide not to offer a quest to you? Maybe Fg and Mg decide to team up? Maybe shop goes out of business?

I know it's a tall order but it would be awesome if the quests couldn't be "walked through" because there is no set way or set of ways they can go..: they are unpredictable.
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Nice one
 
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Post » Thu Oct 29, 2009 3:05 pm

Bump.

Nobody commented on my awesome suggestions!! :) you know this is impossible but would be great.

It seems like a clever programmer could pull it off
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Stat Wrecker
 
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Post » Thu Oct 29, 2009 10:35 am

Highly doubtful, methinks...
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megan gleeson
 
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