But it doesn't use it for anything :shrug:
I'd love it if the games would use those cores and RAM to maintain and draw from a database of past user interactions with NPCs throughout the entire life of the PC.
To use these terabyte hard disks for a multi gig main save for a given PC and minor overlay saves for the sessions. The kind of game where your PC poisons a river, and all the towns down stream get sick (and don't like it if they find you out).
A game where the PC is in a party chasing a band of roaming marauders, only to catch them after they [randomly!] encountered a weapons merchant on the road and stole his store inventory (one that you could of encountered instead).
A game where one core is used to calculate world events that change while you are underground treasure hunting... A battle up top causing a cave-in down below; or using threaded AI for each opponent in the room. For this I'd gladly accept a reduced graphical overhead; and for NPC's that use a state of the art chat-bot with personality profiles for each NPC, and access to a database of all that they personally know of the PC, and all that they know second hand, and by rep... I'd gladly accept text only dialog that was dynamic and mostly un-repeating. NPCs that get annoyed with pestering, or rephrase what they said, curtly, or with more information (based on PC stats/ sympathy/ indebtedness/ gratitude).
I'd love it if the games would use those cores and RAM to maintain and draw from a database of past user interactions with NPCs throughout the entire life of the PC.
To use these terabyte hard disks for a multi gig main save for a given PC and minor overlay saves for the sessions. The kind of game where your PC poisons a river, and all the towns down stream get sick (and don't like it if they find you out).
A game where the PC is in a party chasing a band of roaming marauders, only to catch them after they [randomly!] encountered a weapons merchant on the road and stole his store inventory (one that you could of encountered instead).
A game where one core is used to calculate world events that change while you are underground treasure hunting... A battle up top causing a cave-in down below; or using threaded AI for each opponent in the room. For this I'd gladly accept a reduced graphical overhead; and for NPC's that use a state of the art chat-bot with personality profiles for each NPC, and access to a database of all that they personally know of the PC, and all that they know second hand, and by rep... I'd gladly accept text only dialog that was dynamic and mostly un-repeating. NPCs that get annoyed with pestering, or rephrase what they said, curtly, or with more information (based on PC stats/ sympathy/ indebtedness/ gratitude).
With features like that i wouldn't mind if it looked like classic Doom :drool:
Alas, in current generation game voice acting a must -> less and simplified dialogue, Great graphics are a must -> budget for gameplay features is lower.