» Wed Mar 30, 2011 1:31 pm
+ Clutter + AI is never fun for consoles.
In something like red dead redemption, or even gothic games. You have npcs that are given a path, in some cases a non-dynamic-non-container inventory, they either stand still, or wander around. Their reactionary ai, at least in red dead, is a singular-in-response-to-action kind, no matter how well animated it is (and it was quite well animated). Oblivion, and no doubt skyrim, will have systems in place that will mean more complicated behaviors. This is a toll on the engine nomatter how you look at it. As flawed as radiant ai was, and as radiant story might be, they are systems I prefer (flawed systems are always better than no systems). Even in 2011. Plus there are reactions in place to theft, guards, many individual items. It's the most complicated system in any open world series of games ever made.
Also, in gothic 3's credit, it also had some conflicting ai in terms of monsters vs npcs. Not quite oblivion level, but it was present in some super simple format.
Back to skyrim.
Make interiors sectioned, but not invisible. Make exteriors sectioned, but not invisible. When looking out of a window, have npcs that wander by, just don't populate them with dynamic behaviors. Make the geometry only something you can see. (so a single building + wall + 2 or 3 npcs) We just need an emulation of the game outside, not the actual game outside.
As for the interiors, just get low poly meshes and textures and populate them behind glass. You can see inside, but you don't need to see the high resolution texture of an apple sitting on a bench. We just need the illusion of population of interiors. Similar to the way dragon age 2 worked. Only perhaps a bit more advanced.
And if you can enter by window in this game, just separate it by a loading screen like everything else. And apply exactly the same rules as if you entered by door.
Alternately - Just create a hugely accomplished lod system. And have it all rez in at different rates compared to what the player will see. For instance an interior though glass have 0.1 lod, whereas the street itself, has max lod at 25% viewing distance, and 75-50-30-10-5 as you scale it back, except for landmarks, combine that with full culling based on sight, and interiors can be as complex as they want to be, they will just always scale in correctly. Assign x 4 cpus a major task with a few secondaries, AI, Object, Animation, Sound, Distant Lod, etc etc. And you have a fantastic engine.
This is not light talk however, as programming all of this correctly would take industry rivaling talent.
Even recent games can't quite get it 100% right. Crysis 2 did a reasonable job however.