From what i've seen from non gaming related sources of Storybricks it's pretty far along. Truthfully I think we have been "Oversold" on the complexity of story bricks I think that the NPC interactions we will see are going to be leaps and bounds better than what we know today but I think some people are thinking the game is going to have some Lanwmower man style AI shit.The question is how far along is Storybricks? Have they worked it into the game effectively? Is it even a finished product that is usable? Have they started writing content into it? It's gonna be a massive undertaking, and will dictate when we see anything close to playable.
Hopefully answers this weekend.
Either I'm misunderstanding Storybricks, or you are. I'm not sure.I expect that Storybricks will handle a ton of "generic" NPC interaction, hopefully freeing up SOE writers to spend a good amount of time scripting meaningful stuff with storyline NPC's.
I'm totally going to find that farmer guy who gives me 10 silver for watering his tomatos and just do that all day.Storybricks is starting to sound a lot like The Sims the more I hear about it.
HAHA. I'm not saying it's a bad thing but if anyone has been following The Sims 4, it sounds a hell of a lot like the AI system they have in place. Really going to come down to the ease of use with the tool set.I'm totally going to find that farmer guy who gives me 10 silver for watering his tomatos and just do that all day.
Ofcourse you can.Cool so I can just train 50 orcs to the guard to get him to start the scalp quest. Sploits.
Another thing to consider is that the AI is interacting with itself. So Vitality trains 1000 orcs to the gates during the day. This causes the guard to call for more guards to the gate. More guards at the gate means less guards in the City. Because there are less guards, the Theives guild becomes bolder and starts handing out more daring quests. Because the Thieves guild is more active, crime rate is up. Because crime rate is up, the Kings popularity declines. Because the King has lost popularity, other nobles start to plot against him and offer quests to players to try to dethrone him, The King starts offering quests to try to get his popularity back up before it hits a level where he is dethroned. ect, ect, ect.. Who becomes king? That depends on what noble had enough players do quests for him. And what if you build in certain traits into each nobleman and woman (hates Elves, secretly spying for Halas, ect), the focus of what the city does and how it acts can change.Depending on the depth of the story, players can basically affect the story before it begins. For my example, if the player spent some time helping the rat farmer with his snake problem, the farmer might be far more helpful in getting the player ten rat tails. Reputation is persistent for the whole story so story creators can create very complex stories where even the creator is not sure how the dominoes will fall. Luckily the tool is built so that the tool and underlying AI takes care of the many unknowns in the story.
For example, the NPCs start out with archetypal traits. A guard will want order. A noble will want wealth. Dropping a bunch of guards around town will create an area of order. Dropping a bunch of brigands outside of town will automatically create an area of disarray and danger. One super simple story-creating relationship that Heckman quickly created was a noble wanting love, a peasant wanting love, and a guard wanting order. If the noble and the peasant fall in love that defies the natural order, so the guard won't want that. If the story creator fiddles with the guard a bit to make him like chaos the guard might then overlook the tragic romance.
This fiddling allows players to drop in NPCs that have a more complex relationship with the story, but it still allows players to quickly add actors that fill the background who will still have affect on the story. They are almost story mooks, in a sense. They also plan on allowing some random-type story effects so even the story creators won't know exactly what will happen with all of the effects if this randomness is desired. Green gave the example of instead of "gorgon appears" just have "monster appears," which allows the system to be more flexible. A minotaur could instead appear, which even outside the combat frame of mind, could have different affects throughout the whole story. For one, it could make the cow farmer much more important.
I'm talking about random Generic NPCs like "Orc Retard, or Qeynos Guard" Sgt Slate would be a named NPC and would have a predefined set of bricks to him.Really? Sgt. Slate is gonna behave differently each time he respawns?...
Do you have a source for this?
Random hyyyyyype, if this is true, this game's pve should be pretty interesting. I just hope the Randomization is larger than 5 options or it can get pretty predictable.I'm talking about random Generic NPCs like "Orc Retard, or Qeynos Guard" Sgt Slate would be a named NPC and would have a predefined set of bricks to him.
Random storybricks allow for spicier PVE and makes it easier for devs to make content. You are grinding Orcs in Crushbone and if a random Orc Lego spawns with "Hates Clerics" you may have a harder time keeping him off your healer.
Assuming Storybricks offers the kind of complexity in your example, the king should offer a bounty for the death of Vitality for causing the king so much grief. Vitality would be KOS to all players until the bounty is collected.Another thing to consider is that the AI is interacting with itself. So Vitality trains 1000 orcs to the gates during the day. This causes the guard to call for more guards to the gate. More guards at the gate means less guards in the City. Because there are less guards, the Theives guild becomes bolder and starts handing out more daring quests. Because the Thieves guild is more active, crime rate is up. Because crime rate is up, the Kings popularity declines. Because the King has lost popularity, other nobles start to plot against him and offer quests to players to try to dethrone him, The King starts offering quests to try to get his popularity back up before it hits a level where he is dethroned. ect, ect, ect.. Im excited because of the endless things that can happen because of things players actually do.
Not sure if that's their goal but it would be pretty easy within the grand scheme of things. They need a huge amount of likes/dislikes/quirks if you look at the entire system, making sure that Slate spawns with his usual guard set, plus 2 random from badass pool and another 2 random from the world pool sounds pretty easy. NPCs could even start with standard setups when the game launches and develop extra bricks when they respawn, with the events that lead to their death deciding which pool of bricks they pull from.Really? Sgt. Slate is gonna behave differently each time he respawns?...
Do you have a source for this?
Think its doable but probably not at start.Assuming Storybricks offers the kind of complexity in your example, the king should offer a bounty for the death of Vitality for causing the king so much grief. Vitality would be KOS to all players until the bounty is collected.
How realistic though is it that we will see that kind of AI complexity?
It'll be a good day when NPCs spout a line like "clerics like you must die" and actually back that up with appropriate ingame behaviour.Random hyyyyyype, if this is true, this game's pve should be pretty interesting. I just hope the Randomization is larger than 5 options or it can get pretty predictable.
I'll be waiting for that cleric to tell the paladin or whoever's tanking that they suck, not realizing the orc hates their guts and ignores threat tables.