Seeking Oblivion
Friday, October 22nd, 2004I love the gaming dynamic that drives technology, especially in the realm of artificial intelligence. Even with all the cool new games out there, AI in the RPG genre has never been all that great. The behavior of NPCs (Non-Player Characters) has typically been woefully flat, even in ground-breaking games like Elder Scrolls III: Morrowind.
Lets face it: the typical NPC exists either as a holder of loot or to provide a quest plot point. “You must seek Baldric the Wise and get the Amulet of Leetness.” They’re essentially scripted furniture.
Although an unlikely source, The Sims games have advanced the way we view NPCs, because any character you aren’t controlling becomes an NPC until you take control again. Thus, the Sims franchise has bestowed wants and needs on all characters to make their interactions interesting and unscripted (and hopefully fun).
This wants-and-needs approach to NPC behavior has reportedly been integrated into the forthcoming Elder Scrolls IV: Oblivion. (Bethsaida Softworks calls it their “The Living World” system.)
I’m really intrigued by the potential for a whole new level of gameplay. From a Gamespy article, here’s the heart of the matter:
(more…)