Sounds soo easy, but it really is not. And combat in some D&D games is probably a whole lot more complex the game of chess to program. There are only 6 different pieces with only so many different places to move to.
Its not easy, but would it not be a lot easier if the lands were not entirely free-roam, and parts of the terrain were just flagged as cover, flagged as hindrance, and designed such that minor floor obstructions were meaningless? (In Fallout 3 the AI will often not step over a 6" curb, unless it happens to select a pounce attack and hops over it by chance).
Most computers just brute force it and look for patterns.
:hehe: I watched the count the other night as Chessmaster anolyzed a saved game and topped 100,000,000 paths looking for the best.
Compare that to 200+ spells, different weapons, terrain and tactics you can utilize in the latest NWN. That and a chess program can not really get away with having a bad AI, but a computer game can.
AI can cheat and appear better than it is ~but is it really? ~I mean, it works right? I remember reading an article [years ago] about Warcraft and how they had the orc shamans cast a 'seeing eye' (or some other) spell that [for the player], would clear the fog of war for a time, but that the AI saw through it always, and casting the spell was just for looks.
For me its just that games seem to be going "up" instead of "out"; They race for the prize of realistic appearance, and not the prize of realistic behavior (guess which ones' easier
) *But then... I could play a Fallout 4 that had graphics like the Gold Box games ~if it meant that they were taxing my cpu to the fullest for the bleeding edge chat-bot, AI, and world events.
What I would bet happened with Fallout is that certain people in the company loved the IP and knew it could be had, and they were looking to branch out from just doing TES games. They thought about it and decided the Fallout world and story would fit well into an open-world action/RPG focused on exploration, which it certainly does, and so they jumped on it.
That could very well be.
If you are someone who doesn't like Bethesda style games, but did like Black Isle style games, I can see how you would be dissapointed, but this doesn't change what happened, nor does it make Bethesda fans any less satisified with the end product. No one was done a disservice, as if Bethesda had made a unique new IP, or bougth another IP, there would be no new FO game in FO3's place.
A lot of people would have preferred it that way. It would have meant that another of the studios vying for the IP could have bought it. :shrug:
Personally I don't mind that Bethesda bought it, I think they did a fantastic job creating the game environment (Better than Troika would have done :shocking:)
What I mind is what they did with it. Some would say, "that's what they do"; Maybe it was naive to hope otherwise. I bought Oblivion because I wanted to see what they were capable of in their native IP, and I was very impressed with parts of it, and thought, "This could be great!" ~At the time, gears turning, I was imagining how the Havok based traps and triggers could come into play, and how their established dialog system could easily be converted to be more Fallout like. How Traits were basically Birth Signs, and Perks were basically permanent spell effects. It didn't occur (for months!) that they might actually not make it a turnbased continuation of the series. When it first came out in the press I was elated, and said so to the developers here... When I got a really good look at it, and realized it what it was, I dumbfounded, and felt robbed of a long awaited third in the set. FO3 is out of place in the set.