[HN Gopher] What was Radiant AI, anyway?
       ___________________________________________________________________
        
       What was Radiant AI, anyway?
        
       Author : paavohtl
       Score  : 210 points
       Date   : 2025-06-07 13:22 UTC (1 days ago)
        
 (HTM) web link (blog.paavo.me)
 (TXT) w3m dump (blog.paavo.me)
        
       | Mistletoe wrote:
       | When will we get games that actually do do this? It's one of the
       | things I'm actually excited about with AI.
        
         | jeroenhd wrote:
         | I'm not sure about the limits of the engine's complexity, but
         | the game "shadows of doubt", a procedurally generated murder
         | mystery game, has a giant sandbox with characters that have
         | jobs, partners, visit restaurants, and more.
         | 
         | I don't think the NPCs can do more than a handful of actual
         | actions, but the way you can find who a character met by
         | watching the security tapes of a particular restaurant from a
         | particular time because on of the bat's neighbours says "I saw
         | this person here last night" when you ask about your murder
         | victim is extremely impressive.
         | 
         | There is definitely a sense that you've seen everything after a
         | while because of the limitations of procedural generation, of
         | course, but a sandbox like that combined with scripted quests
         | would make for some really fun gameplay outside of the main
         | quest.
        
         | KaoruAoiShiho wrote:
         | The Sims, Crusasder Kings, the new inzoi games all have this.
        
         | teamonkey wrote:
         | Honestly the big problem isn't the tech. The AI techniques you
         | use most often are decades-old and well-known, LLMs don't
         | really enter in to it except for generative dialogue.
         | 
         | The problem is that except for in a handful of cases the idea
         | is often more appealing than the reality.
        
           | PunchyHamster wrote:
           | Nah, the problem is that the enjoyment vs effort graph is a
           | valley. Just adding some simple procedural behaviours isn't
           | all that interesting and possibly creates bugs.
           | 
           | You need to spend a _lot_ of work and add a bunch of
           | behaviours and interacting systems for line to start going
           | back up and arrive in place where games like Rimworld, M &B:
           | Bannerlord or Dwarf Fortress are.
           | 
           | Like if your Radiant AI makes NPCs bandits go and attack NPC
           | caravan, that's not all that interesting, and hell, player
           | might not even notice and think it is scripted. Because aside
           | from some quick loot there is no impact whatsoever on world,
           | you can get rid the world of every banding within 10 mile
           | radius and nothing will change aside from amount of loot in
           | your inventory.
           | 
           | But if you do similar thing in M&B:Bannerlord... there is
           | actual (if simplified) economy there. You CAN starve a city
           | if you just kill all merchant caravans going in, and raid the
           | villages, and the city economy will go down, they will man
           | less guards on siege and have less resources... and on other
           | hand you can make sure local economy flourishes and that will
           | cause prices to go down on stuff, which will cause city that
           | now has access to cheaper weaponry to have more guards.
           | 
           | If killing a bunch of bandits made city prosper a bit more
           | (or vice versa, attacking traders and caravans made it
           | poorer), if clearing local mine made some miners to move in
           | to provide to city, if sabotaging army camp made a dent into
           | political situation (imagine winning Skyrim rebel/empire
           | conflict by sabotage like that), _now_ we 're starting into
           | it being interesting rather than a gimmick.
        
             | teamonkey wrote:
             | Yes, there is a development cost, but it's a feasible
             | system. If the payoff is deemed worth it, it can be done at
             | the expense of something else. It's a design decision, not
             | a limit of technology or even budget.
             | 
             | The problem is that it's hard to make a game a better
             | experience this way, and for many games it would distract
             | from or confuse the core experience, making it worse.
             | 
             | It's a well-explored problem too. Anecdotally, in my career
             | I've worked on three games where this kind of system (at
             | various levels of complexity) was proposed. Game designers
             | and programmers _love_ this stuff (I do). In the end these
             | ideas were abandoned simply because they didn't make the
             | player's experience better.
             | 
             | If a tree falls in the woods, and no-one is around, does it
             | make a sound? If the player encounters that tree lying on
             | the ground, do they care that it's fall was simulated after
             | some event, or is the impact the same as if a level
             | designer or procedural generation system placed it there?
             | Will they even notice it? Can we make sure the simulated
             | tree falls in a way that doesn't break navigation systems,
             | or cause a collision issue where the player can get stuck,
             | because then they'll definitely notice it in the worst
             | possible way, etc.
             | 
             | These are not impossible problems but it really takes a
             | special type of game to make it not only worthwhile, but
             | better for the player, and probably a special type of
             | player too.
        
       | ednite wrote:
       | Interesting read. Got me thinking, I'd love to see what happens
       | when modern AI meets open world simulation. Not just prettier
       | graphics, but actual reasoning NPCs. Imagine arguing with a World
       | of Warcraft innkeeper about the price of ale. Priceless.
        
         | Dzugaru wrote:
         | Not possible, because can't be guardrailed with 100% accuracy.
         | You'll ask it something outside of the Warcraft world (e.g. US
         | politics), and it'll happily oblige. I imagine NPCs will
         | generate really weird immersion breaking stuff even if you
         | cannot freeform interact with them anyway.
         | 
         | Not to mention the current token cost.
        
           | Al-Khwarizmi wrote:
           | You can do that also while playing a traditional tabletop
           | RPG. Players typically don't do it because why would they
           | ruin immersion?
           | 
           | I understand that in multiplayer with strangers it would be a
           | problem because you could affect other players' experiences,
           | but in a single-player game I don't see this as a big issue,
           | as long as the NPC doesn't spontaneously bring immersion-
           | breaking topics into the conversation without the player
           | starting it (which I suppose could be achieved with a
           | suitable system prompt and some fine-tuning on in-lore text).
           | 
           | If it's the player that wants to troll the game and break
           | immersion by "jailbreaking" the NPCs, it's on them, just like
           | if they use a cheat code and make the game trivial.
        
             | jrowen wrote:
             | It's still gonna be hallucinatory AI slop. For the same
             | reasons it makes uninteresting quests and boring planets.
             | It's lazy and it can't replace actual writing and art.
             | 
             | AI is great for getting tasks done where you can pull the
             | information you need out of the slop. For quality immersive
             | entertainment it's not there.
        
           | dleeftink wrote:
           | Write a couple of lore books, in-universe cyclopedia, some
           | character sheets and exclusively train on them. Maybe some
           | out-of-game lore for cross-over universes!
        
             | ileonichwiesz wrote:
             | Is that feasible? I was under the impression that fully
             | training an LLM requires untold mountains of data, way more
             | than a game dev company could reasonably create.
        
               | c0redump wrote:
               | You are correct. The fact that so many people are saying
               | "lol just train it on text about the game bro" reveals
               | how little people understand how these models work, how
               | they are trained, etc.
        
               | com2kid wrote:
               | Microsoft's phi models are trained on a much smaller
               | dataset. They generally aren't as amazing as the models
               | that get talked about more, but they are more than enough
               | to get the job done for npc lines in a game.
        
             | keyringlight wrote:
             | The question that poses to me is the quantity of writing
             | you need for training before you can reasonably expect a
             | generation system to produce something new and interesting,
             | however much work on the right knowledge is in the right
             | place, and is worth the costs for how you expect the player
             | to interact with the game beyond the manual work.
             | 
             | I doubt there's telemetry in the elder scrolls games, but
             | I'd love to know how many go around the world exploring
             | everything the characters have to say, or reading all the
             | books. How many get the lore in secondary media, wikis or
             | watching a retelling or summary on youtube. On a certain
             | level it's important they're there as an opt-in method to
             | convey the 'secondary' world lore to the player without a
             | "sit down and listen" info dump, plus give the impression
             | it was written by someone so these objects would would
             | exist organically in the world or certain characters would
             | talk about those topics, but I wonder how much of the
             | illusion would still be there if it was just each book
             | having a title.
        
             | sirtaj wrote:
             | For this to work you pretty much have to start from
             | scratch, putting in "obvious" things like "the sun exists
             | and when its out it casts light and shadow" and "water is a
             | liquid (what's a liquid?) and flows downhill". Is there a
             | corpus of information like this, but also free of facts
             | that might be anachronistic in-universe?
        
           | brookst wrote:
           | I'm not at all sure of this. You can use classifiers, fine
           | tuning, and prompting to mitigate the issue both on user
           | input and model output. And you'd probably want a bunch of
           | fine tuning anyway to get their voice right.
        
           | otabdeveloper4 wrote:
           | > Not to mention the current token cost.
           | 
           | Games is one place where running local LLM's is a no-brainer.
        
             | KronisLV wrote:
             | With the advent of unoptimized UE5 releases becoming the
             | norm and the mentality of shipping badly broken games by
             | default and them only being in a good state years later if
             | at all, I'm not sure running an LLM on device would be a
             | good idea.
        
           | kjkjadksj wrote:
           | Just train a model on actual game content
        
           | aleph_minus_one wrote:
           | > Not possible, because can't be guardrailed with 100%
           | accuracy. You'll ask it something outside of the Warcraft
           | world (e.g. US politics), and it'll happily oblige. I imagine
           | NPCs will generate really weird immersion breaking stuff even
           | if you cannot freeform interact with them anyway.
           | 
           | > Not to mention the current token cost.
           | 
           | You of course have to train the AI from ground up and on
           | material that is as much as possible only related to the
           | topics that are in the game world (i.e. don't include real-
           | world events in the training data that has no implications
           | in-universe).
        
             | c0redump wrote:
             | How much text about the game world do you have? Does this
             | amount compare favorably to the volume of text required to
             | train an LLM?
             | 
             | Answer those two questions and you will realize why your
             | idea doesn't work.
        
               | aleph_minus_one wrote:
               | You don't, for example, expect some ordinary farmer or
               | tramp in the game world to know a lot about the (in-game)
               | world or be capable of doing deep conversations about
               | complicated topics.
               | 
               | So I don't think the necessary amount of text that you
               | need to train the AI on is as insanely large as you
               | imagine (but of course nevertheless _a lot_ of texts have
               | to be written - this is the price of having  "much more
               | dynamic" AI characters in the game).
        
         | anonzzzies wrote:
         | and the place where hallucinations can be a feature instead of
         | a bug
        
         | thrance wrote:
         | I enjoy getting my ale at the click of a button, and keep my
         | arguing capabilities for stranger online.
         | 
         | There may be a place for AI driven games but there is literally
         | no reason to shove it everywhere. Pre-written dialogue is much
         | more enjoyable to engage with on the long term, contrasted with
         | having to think about phrasing for an NPC that spouts generic
         | fantasy speak.
        
         | dialup_sounds wrote:
         | Wiring a chatbot to dialogue is less interesting to me than the
         | possibility of AI directing scenes and orchestrating reactivity
         | across multiple characters. A reasoning model can ensure that
         | the world responds to the player in a reasonable and
         | narratively interesting way, without having to script
         | everything or make individual characters particularly
         | intelligent.
         | 
         | We're used to thinking of game AI as a property of the entity
         | it's attached to (the NPC, the enemy, the opposing player) but
         | an LLM can sit above that, more like a dungeon master.
        
           | starkparker wrote:
           | Wasn't this the goal of the Director AI in Left 4 Dead?[1]
           | Monitoring player progress (or lack of it) and tailoring how
           | zombies and items spawned outside of script events, and in
           | L4D2 how the map, pathing, and weather worked in order to
           | maximize tension or encourage progress?
           | 
           | 1: https://left4dead.fandom.com/wiki/The_Director
        
             | teamonkey wrote:
             | Oh good, I get to post one of my favourite presentations
             | that I have permanently bookmarked: The AI Systems of
             | Left4Dead by Mike Booth
             | 
             | https://steamcdn-a.akamaihd.net/apps/valve/2009/ai_systems_
             | o...
        
           | tkrn wrote:
           | Years ago when I was a bit obsessed about the Holy Grail of a
           | living & breathing CRPG world the approach that seemed most
           | promising to me then was having an expert system style AI
           | module running on top of the complex but mechanical and
           | boring low level simulation. This GM module would then find
           | and tie together predefined hierarchical abstract patterns
           | from the engines event log, adding some narration and meaning
           | to it all and slightly nudging things along to some hopefully
           | more interesting and meaningful paths.
           | 
           | I have been thinking that the current LLMs might actually
           | make something like this more feasible, a kind of an GM in a
           | Chinese Room that translates game events in to potential
           | narrative arcs that the player is then free to follow if they
           | wish. As the LLM's actions would be both inspired and limited
           | by the game engine this would probably also tone down the
           | problems with hallucinations and slop.
        
       | weitendorf wrote:
       | After playing Starfield I don't really have any expectations for
       | Bethesda to deliver on anything interesting anymore. The
       | progression from Oblivion to Starfield has been one of becoming
       | less like a small shop with character willing for its developers
       | to take big risks with unique and intricate features, and more of
       | trying to be a generic AAA studio that prefers predictable
       | blandness. I don't think you can really hope that they'll
       | magically return to making games the way they did 20 years ago.
       | 
       | They seem to now be under the mistaken impression that radiant AI
       | is to get more content out of the game by implementing infinite
       | permutations of simple quests, and that customers will think X
       | things permuted Y ways is X*Y content and not just X+Y content.
       | But the purpose of radiant AI was, I think, to make the world
       | feel alive and even unique. Which means I really shouldn't even
       | see every x in X or every y in Y.
       | 
       | If you want an interesting implementation of the same concepts as
       | in Radiant AI I recommend checking out Dwarf Fortress. Every
       | dwarf fortress world is essentially an entire history of
       | thousands of radiant AI interactions up until you enter it, at
       | which point your adventurer/fort becomes part of the world and
       | continues the radiant interactions with its
       | civilizations/wildlife/monsters/etc.
       | 
       | I think DF is probably the ideal existing game to considering
       | adding LLM-characters and conversation to as a drop-in
       | augmentation. DF already has the simulation and generation of
       | realistic characters and stories working, but unfortunately it's
       | very formulaic to interact with it as an adventurer. In that case
       | the game actually is quite "alive" already, just without a voice.
        
         | jasonjmcghee wrote:
         | Maybe through a mod. Hard to imagine Tarn would have any
         | interest involving LLMs.
        
         | ksynwa wrote:
         | Yes. IMO Starfield's biggest failure is in the creative
         | department. It is not interesting at all (for me) in terms of
         | things like writing and voice acting etc. It is not a technical
         | problem that can solved by innovative game mechanics like a
         | roided up version of radiant AI (whatever that is).
         | 
         | Games like RDR2 and Witcher 3 left such a mark on me becauss
         | they had bold personalities. Starfield in comparison feels like
         | corporate memphis despite a nice Nasapunk foundation.
        
           | holoduke wrote:
           | And dont forget Mass Effect series.
        
             | ksynwa wrote:
             | Ha. I just finished replaying ME2. I could never imagine
             | someone like Jack or Grunt or (my beloved) Legion in
             | Starfield.
        
         | Night_Thastus wrote:
         | To me, Starfield is a massive admission that either the
         | developers don't understand what made their previous games work
         | - or that no one will step in at a top level and prevent them
         | breaking that core.
         | 
         | The modern TES games have been all about environmental
         | storytelling, exploration, combat and crafting. All else is
         | secondary.
         | 
         | Whether you like that focus or not is up to you, but that's the
         | draw of games like Skyrim and FO4.
         | 
         | But Starfield completely broke it. They wanted hundreds of
         | planets to explore, but the only practical way to do that is
         | procedural generation. No one wants to explore procedural
         | spaces. There's never anything interesting in them. You can't
         | do environmental storytelling because that requires a human
         | hand.
         | 
         | Due to engine limitations, making all the travel seamless was
         | also completely impractical.
         | 
         | So instead of seeing a location and going "Oh man, I want to go
         | _there_! ", then just walking there encountering distractions
         | on the way...it's Loading screen -> Loading Screen -> Loading
         | screen -> Generic planet with nothing interesting to see.
         | 
         | How no one at a top level said "this can't work, the game's
         | concept is bad, start over" is baffling. No one had a vision at
         | the top level for how the game was supposed to work - or that
         | vision was just wrong.
         | 
         | If Bethesda can't understand the fundamentals of their own
         | best-selling game, I don't see how they can make a sequel.
        
           | Fade_Dance wrote:
           | Proc gen can be engaging if emergent content is complex,
           | dynamic, and novel. But again that goes back to Radiant AI
           | being a vessel for generic fetch quests in the newer games,
           | while in a proc gen game you would think there would be a
           | major, if not _the_ major dev focus on fleshing out the
           | system in other ways (from dynamic tribes and factions to
           | more fully fleshed out STALKER-esque persistent fellow space
           | travellers with agency). The final missing component would be
           | inspiration in design of the pieces, so they interact
           | together in interesting but emergent ways, which is of course
           | another element that the game sorely lacks.
        
           | hibikir wrote:
           | Bethesda had been doing procedural generation since forever
           | though: Have you played Daggerfall? It's always been part of
           | their studio's DNA.
           | 
           | Bethesda has always relied on top of the line technological
           | innovation that makes us forgive all the jank that came with
           | it. Whether it was a bad combat system, a level scaling
           | mechanism that just doesn't work, uncanny graphics... this
           | has always been there. It's the opposite of the old Nintendo
           | Way, where the games always were less ambitious, but had so
           | much polish that the games counted as mirrors.
           | 
           | We've reached a moment of much diminished returns though. 5,
           | or even 10 year old games aren't so technologically inferior
           | that they are uncomfortable. A very shiny things has more
           | trouble covering for jank, and high budget games are just so
           | expensive that neither coherent vision. nor significant
           | innovation are likely. So the Bethesda way is just not
           | workable anymore.
           | 
           | What I'd want Bethesda to do, Breath of the Wild/Tears of the
           | Kingdom meets Morrowind/Oblivion, is just really hard to
           | wrangle logistically. Getting anything done under those kinds
           | of constraings just takes too long.
        
             | weitendorf wrote:
             | Procedural generation is fine. But you can definitely see
             | that Starfield was intended to be a platform for user-
             | generated content straight from the start, and I think they
             | must have convinced themselves that they didn't really need
             | to care too much about the game itself, because those
             | chumps - sorry, players - would add all the content for
             | them on their own. It's like Metaverse all over again. They
             | forgot they actually needed to make something worth playing
             | and users' time investment before it would become a money
             | printing machine. Also, probably like 4 people who worked
             | on Daggerfall still work at Bethesda and most of their
             | games between then and now didn't use procedural generation
             | much at all, so I don't understand why so many people make
             | this argument. Like oh it's normal for me to put DSLs in my
             | software projects, here check out this git repo I worked on
             | 25 years ago when I was in college, our customers should
             | have been prepared for the shit job I did with it this
             | time.
             | 
             | Actually, I think I would be completely fine with Bethesda
             | just churning out TES POI and storylines without trying to
             | do anything significantly more complicated than what they
             | did in Skyrim. Just focus on the world building and the
             | story and do some simple gimmick that's a little more
             | creative than "shouts/dragonborn but in space". I suspect
             | most other players would be happy with something of similar
             | scope.
        
               | Aeolun wrote:
               | > I think they must have convinced themselves that they
               | didn't really need to care too much about the game
               | itself, because those chumps - sorry, players - would add
               | all the content for them on their own
               | 
               | Were they wrong? Skyrim sits at 70k mods after who knows
               | how many years. Starfield has 10k already. I'll admit it
               | might not go as far as Skyrim, but still.
               | 
               | I feel the fact they did procgen is not as bad as the
               | fact that what was not was just slightly less compelling
               | than usual.
        
           | fabian2k wrote:
           | That is a major issue with Starfield, but it also felt like
           | Bethesda missed the improvements happening in other games in
           | the last decade or so. Many games now are much more cinematic
           | in their storytelling, often with full motion capture. A very
           | recent comparison would be BG3, which is very cinematic
           | despite being almost impossibly large.
           | 
           | In Starfield you have a mostly static view of your
           | questgivers talking. Which was fine 10-20 years ago, doesn't
           | feel as engaging today when many games do it much better.
           | 
           | It's also not only about this aspect, you can make engaging
           | stories with old-school methods. But the writing could not
           | save the aging presentation here, it appeared very bland and
           | tired to me.
           | 
           | What absolutely didn't help was the persuasion minigame,
           | where you essentially broke all pretense of having a story-
           | based reason to bypass a certain check. Persuasion checks are
           | very common in RPGs, I've never seen them done so terribly as
           | in Starfield.
           | 
           | The environmental storytelling certainly was the highlight of
           | previous Bethesda games. But the main and side stories often
           | were engaging as well. In Starfield they felt aggressively
           | bland and mediocre in a way I haven't really seen in other
           | games.
        
             | orbital-decay wrote:
             | They've _always_ been terrible at animation. 10 or 20 years
             | ago, their animations have always been the absolute worst
             | by any contemporary standard (the art used to be too - see
             | Battlespire for some terrible art - but they improved it).
             | Maybe part of that was because of the engine, but I think
             | they just never had the culture for it.
             | 
             | They clearly did try to improve their animations in Fallout
             | 4 in 2013-2014, which is the timeframe the most development
             | happened, so it's not like they're oblivious to their
             | biggest shortcoming as a studio. So what they did in F76
             | and Starfield is just a regression.
        
           | ijk wrote:
           | > No one wants to explore procedural spaces. There's never
           | anything interesting in them. You can't do environmental
           | storytelling because that requires a human hand.
           | 
           | I would say, rather, that no one wants to invest the
           | development effort to make them interesting enough to
           | explore.
           | 
           | In my view, you can either use procgen to make development
           | cheaper _or_ to make it more interesting to explore, but not
           | both at the same time. The roguelike genre was invented
           | because the developers of rogue wanted to be surprised by
           | their own game. And it worked to an astonishing degree.
           | 
           | But you've got to design in the systems that are interesting
           | to explore, rather than relying on the amount of content.
           | 
           | Everyone hopes that you'll have multiplicative results so
           | that content X times content Y goes exponential. But with
           | procgen the multiplicative effects are more from different
           | systems interacting; having a sword with different stats
           | feels same-y, having a sword that combines two gameplay
           | effects starts feeling more interesting, having a sword that
           | integrates with a procedurally generated narrative and a
           | system of tracking per-weapon kills that dictates your
           | reputation among monsters starts feeling like there's a lot
           | more to explore.
           | 
           | Nethack is famous for having a zillion different hidden
           | reactions that let different parts of the content work
           | together in surprising ways, as anyone who has tripped down
           | the stairs while wielding the corpse of a cockatrice has
           | discovered. Dwarf Fortress has a zillion different moving
           | parts, so that the giant shambling golem built out of salt
           | can be defeated by shoving it into a lake. Caves of Qud lets
           | you bring a chair to life and then use your psychic powers to
           | swap minds with it and then go on to play the rest of the
           | game as the chair (with rocket launchers).
           | 
           | They've all got a lot of interesting environmental
           | storytelling, but in absence of the human scripting have to
           | work a lot harder for it. A lot of games, unfortunately, stop
           | at the X+Y generation, without building in the synergies to
           | make the different values of Y unique and expressive enough
           | for the players to care.
        
             | avereveard wrote:
             | Case in point: dwarf fortress. Every world is
             | procedural,and woven with interesting stories
             | 
             | https://dwarffortresswiki.org/index.php/Cacame_Awemedinade
        
           | shepherdjerred wrote:
           | > No one wants to explore procedural spaces. There's never
           | anything interesting in them.
           | 
           | I mostly agree, though at least for me Minecraft was a game I
           | loved exploring in despite it all being generated
        
           | DSMan195276 wrote:
           | > No one wants to explore procedural spaces. There's never
           | anything interesting in them.
           | 
           | I think practice shows this isn't true, Minecraft is pure
           | procedural generation and people love wandering through
           | Minecraft worlds.
           | 
           | I haven't played Starfield, but based on what you said the
           | difference is in the complexity and amount of stuff, in
           | Minecraft you don't have to go far to find more new things.
           | Even if you're very familiar with the game you can still come
           | across very unique areas, it's rare that I feel like I wasted
           | my time by just wandering around a map.
           | 
           | Additionally Minecraft solves the story problem by simply not
           | having one, which works fine for the kind of game Minecraft
           | is, probably not so much for Starfield.
        
             | Nursie wrote:
             | Starfield (and I speak as someone who put in a couple of
             | hundred hours to the game) has a wealth of problems, but
             | one of them is that they messed up the distribution of even
             | the small-ish number of points of interest that they have.
             | 
             | They put some sort of cooldown timer on them, set way too
             | short, so players see the same half dozen over and over
             | again.
             | 
             | A modder discovered the timer and set it longer, and
             | suddenly found a load more content that very few people had
             | come across before.
        
             | izacus wrote:
             | > I think practice shows this isn't true, Minecraft is pure
             | procedural generation and people love wandering through
             | Minecraft worlds.
             | 
             | Minecraft isn't even remotely the same genre or even
             | catering to the same audience as Bethseda games, so it's a
             | really terrible comparison.
             | 
             | It's like telling a cyclist that the roads are fine you
             | see, there's plenty of trucks on them.
        
           | Aeolun wrote:
           | I recognize all of that as true to some extent, but still I
           | have 230 hours in Starfield, and I haven't even finished all
           | the quests.
           | 
           | Does that truly constitute a failed game?
           | 
           | As far as I'm concerned their biggest mistake was not having
           | something to travel around in the planets on the start.
           | Walking around to the interesting locations was annoying.
           | 
           | Then there's a bunch of pointless systems like the colony
           | system, and the whole space magic thing, but the rest is
           | still a bog standard Bethesda game with 10000 different
           | handcrafted unique locations for me to explore following a
           | bunch of sort of interesting questlines.
        
             | Night_Thastus wrote:
             | Just because you enjoy it doesn't mean the game doesn't
             | have problems, or it didn't have a negative affect on BGS's
             | image. The reviews vary location to location, but on Steam
             | it's at 55%. That's unfathomably bad for a Bethesda open-
             | world RPG title.
             | 
             | A _lot_ of people bought Starfield because it was a
             | Bethesda game. A lot of _those_ people will re-consider the
             | next time such a game comes out.
             | 
             | Even years later, people are willing to put up with all of
             | Skyrim's jank, bugs, performance problems, terrible
             | animations and visuals, bad story and the rest because the
             | core gameplay loop of exploration is _so strong_. It
             | carries the entire game.
             | 
             | Starfield is missing that core that holds it together.
        
               | Aeolun wrote:
               | > Just because you enjoy it doesn't mean the game doesn't
               | have problems, or it didn't have a negative affect on
               | BGS's image
               | 
               | All of their games have a negative effect on BGS's image.
               | There's no company that has more people complaining about
               | their games. It's going to take a whole lot more than a
               | single terrible game to get people to stop buying them.
        
               | Night_Thastus wrote:
               | I disagree. None have been as negative, except FO76.
               | 
               | Plus - competition is way fiercer recently, and standards
               | have risen.
        
             | Nursie wrote:
             | I've played fewer hours but gone through the whole story
             | and about eight trips through the unity.
             | 
             | I don't think it's a failed game so much as one that's not
             | lived up to what it could be. The story is occasionally
             | great but not always so. Most of the procedurally generated
             | planets are entirely pointless and dull. You can see where
             | they abandoned and downscaled ideas because there are still
             | rough edges - the 'fuel' system that never was, for
             | instance.
             | 
             | Overall I enjoyed the game, but it definitely falls into
             | the same "banality of the infinite" trap that No Man's Sky
             | does
        
           | whywhywhywhy wrote:
           | Starfield also specifically didn't understand what makes a
           | space version of an exploration RPG interesting. They
           | couldn't ship ground to space flight so they convinced
           | themselves it wasn't interesting and replaced it with
           | cutscenes and fast travel.
           | 
           | The whole excitement of games like Elite, Space Engineers etc
           | is the seamless takeoff to landing between long planetary
           | distances.
           | 
           | In a space themed game the journey is the story not so much
           | the smaller interpersonal interactions at the destinations,
           | those things are the reasons for the journey.
           | 
           | Modern Bethesda didn't understand what they were making.
        
         | Der_Einzige wrote:
         | The overwhelming majority of folks even here will not play DF.
         | If you want them to play a DF like game, talk about rimworld
         | please!
        
           | tumsfestival wrote:
           | RimWorld is only superficially comparable to Dwarf Fortress,
           | if you want to talk about basic gameplay then sure, but what
           | makes the latter special is the immensely complex world
           | simulations and interactions going on in the background,
           | RimWorld has absolutely nothing like that.
        
           | benlivengood wrote:
           | I'd be surprised if the majority is overwhelming since DF has
           | sold a million copies on Steam so far. For comparison,
           | Civilization V has sold about 10M.
        
           | throwaway314155 wrote:
           | FWIW I thought by DF you meant Daggerfall.
        
         | ModernMech wrote:
         | Games have a similar lifecycle to social scenes. Now and again,
         | an amazing game comes along that captures the imagination of
         | gamers. Usually it's made by really creative and innovative
         | people with a clear vision and direction. Also these people
         | usually have _taste_ , which is a crucial element.
         | 
         | Their good taste attracts a bunch of early adopters, people
         | with a finger on the pulse and who are eager to play and
         | appreciate the game for what it is. But this interest attracts
         | poseurs, people who play the game but just to say they are, to
         | feel included and a part of something cool. There are far more
         | poseurs than otherwise, so at this stage the scene can grow
         | exponentially. This growth attracts vultures commoditize the
         | scene in the form of penny pinching and "enshitification"
         | through dark patterns. Monied interests strip out everything
         | that made the game interesting and fun (because a good, fun
         | experience isn't profitable), and then they milk it for
         | everything it's worth until it's a dried corpse. These are the
         | people who are driving the bad gameplay decisions and who
         | aren't listening to the taste makers.
         | 
         | Usually in games this comes in the form of a pivot to MMOs. By
         | that measure, TES died in 2014.
         | 
         | IMO this also applies to Final Fantasy (RIP 2010, plenty of new
         | FF games but nothing that recaptured the magic of 6 and 7) and
         | Warcraft (RIP 2004, no new warcraft games since).
        
           | kjkjadksj wrote:
           | Reminds me how more people play oldschool runescape than the
           | newer version. Anytime jagex tries to implement some change
           | to that game they poll the community forums. Seems to work
           | alright for keeping people around.
        
         | sesm wrote:
         | * from Morrowind to Starfield
         | 
         | Oblivion was a big step back from Morrowind: generic art style,
         | map markers, no deep story.
        
           | throwaway314155 wrote:
           | That's a fairly reductive take in my opinion. Oblivion made
           | the game approachable to a much wider audience. That may have
           | been to the detriment of the core gameplay but it wasn't a
           | _clear_ step backward. Some things went backwards while
           | others moved forward.
        
           | KronisLV wrote:
           | I really liked the map markers from a practical point of view
           | and the combat also felt way better (hits landing when it
           | looks like they _should_ ).
           | 
           | Definitely a different type of experience, though.
        
         | thinkingtoilet wrote:
         | The funny thing about using AI to create an infinite amount of
         | bland quests is that there is literally no audience for it. The
         | people who play the game through once or twice aren't going to
         | care about it and the people who want more of the game will
         | download one of the thousands of mods created by the community.
         | Oh, wow, you used AI to come up with a quest where I have to go
         | to a cave and kill a creature. Amazing.
        
         | GrantMoyer wrote:
         | I think Starfield gets a lot more flak than it deserves. Yeah,
         | compared to Fallout 4, where there's something hand placed to
         | observe or interact with seemingly every 100 ft in any
         | direction, the world feels barren. But I think the departure is
         | intentional; Starfield felt much more like a spiritual
         | successor to Daggerfall than to anything since Morrowind.
         | Overall, I spent less time in Starfield than in older Bethesda
         | titles, but I liked what was there, despite it being less
         | dense, and I spent more time than I have in many other games.
         | 
         | Why should Bethesda have to refine the same exact formula over
         | and over? That would just turn into what Ubisoft does with
         | Assassins Creed, pumping out soulless entry after entry into
         | the franchise. In other words, Starfield _was_ Bethesda taking
         | a risk and trying to introduce unique features rather than
         | releasing yet another another predictable  "Bethesda RPG".
        
           | vkou wrote:
           | > Why should Bethesda have to refine the same exact formula
           | over and over?
           | 
           | Because they are the only ones who can pull off that formula,
           | and when they stray from it, they end up as just one mediocre
           | title in a sea of similar mediocrity.
        
           | a_wild_dandan wrote:
           | Perhaps Starfield was the most important Bethesda release.
           | The animus toward Starfield will serve as an enormous
           | signal/reminder to course correct away from this "unique
           | feature." One can hope.
        
         | cynicalsecurity wrote:
         | Don't wait on Bethesda to deliver. Try Enderal. Your
         | expectations will be fully met.
        
       | dedicate wrote:
       | I don't actually want to have a deep, philosophical conversation
       | with a blacksmith.
       | 
       | I just want to see that blacksmith close up shop early because
       | he's feuding with the town guard, or give me a discount because
       | his daughter just won the local archery competition. I want a
       | world that reacts to itself, not just to me.
       | 
       | The goal shouldn't be to make NPCs that can pass the Turing test,
       | but to make a world that feels like it has a pulse.
        
         | Legend2440 wrote:
         | >I don't actually want to have a deep, philosophical
         | conversation with a blacksmith.
         | 
         | You didn't read the article, that's not what Radiant AI did.
         | This is from twenty years ago and has nothing to do with LLMs.
        
         | deadbabe wrote:
         | It doesn't need to be a deep philosophical conversation. You
         | could be striking up a "buy now pay later" business deal or
         | asking him to produce a specific type of equipment according to
         | your specifications, etc.
        
         | TillE wrote:
         | Agreed, that's the real dream of open world RPGs: dynamic
         | worlds. Perhaps modern AI techniques can help in that a bit,
         | but what you really need is an incredibly intricate simulation.
        
         | kjkjadksj wrote:
         | Do you really want that in a scrolls game though? I want the
         | blacksmith to be first npc in the town, more or less always
         | there, with 1 button on the dialog tree to get to the shop menu
         | for me to unload an entire dungeon of loot onto this
         | blacksmith. And he better have ore and leather strips.
        
           | nxobject wrote:
           | And I want to be able to game player statistics using a
           | combination of spells and potions so I can pickpocket the
           | blacksmith and then sell their stuff back at marked-up
           | prices. The traditional RPG numbers-and-skills-and-formulas
           | part of TES was a great joy to exploit.
        
       | supermatt wrote:
       | It's entirely possible that Radiant AI in its entirety is
       | actually in the original oblivion and the remaster.
       | 
       | It's just that they either forgot to enable the build flag, or
       | part of their production release is to pick a random commit as
       | gold master.
       | 
       | As people had already parted with their money it's been given the
       | same priority as the game breaking bugs - which is to say it was
       | left for the community to fix.
       | 
       | Maybe they will put out a "hotfix" in another 15 years to enable
       | it.
       | 
       | I strongly believe that no bethesda employee has ever played a
       | release version of their games.
        
         | paavohtl wrote:
         | Radiant AI is in Oblivion and every game they've made since
         | then. There's nothing to enable. The issue is primarily with
         | the game content; it's used all over the place, but in the
         | final game it's not very impactful.
        
           | supermatt wrote:
           | By "in its entirety" I mean as it was promoted and originally
           | demoed. The release version is vastly different to the pre-
           | release demos (some are linked in the article)
        
             | paavohtl wrote:
             | Yes, I wrote the article. I wouldn't say the system in the
             | release version is vastly different to the pre-release demo
             | (there was only one to my knowledge, the E3 2005 one), as
             | that just demonstrates a tightly scripted sequence of
             | events, which one of the developers was open about even
             | before Oblivion was released. Some things about the system
             | definitely changed (such as disallowing NPCs to pickpocket
             | from the player), but I don't think we have any evidence of
             | whole systems or major behaviors that were actually
             | implemented at some point and cut before release.
        
               | supermatt wrote:
               | Thanks, I enjoyed reading the article.
               | 
               | That said, I'm pretty sure that they said the e3 demo
               | wasn't scripted (edit: the quote in your article confirms
               | it, too).
               | 
               | We were expecting, at the time, a game like in the demos.
               | But as you stated, it's probably more content related, in
               | that they didn't actually schedule much (or any) complex
               | combinations of those packaged behaviours or npc2npc
               | interactions as shown in the demos - leaving only simple
               | instances of the packages you described. Maybe the
               | dependency chain of goals has some concrete limit, for
               | example.
               | 
               | It's mostly just "go here", "find food", "eat food",
               | "sleep" (which I suppose emulates life, but isn't what we
               | were expecting).
               | 
               | Although I guess that the amount/complexity of wrangling
               | the behaviours of 1000 (???) npcs to stop the game being
               | unplayable due to goals being destroyed is why it's just
               | so passive in its release form.
        
               | paavohtl wrote:
               | There's another quote which explains what they meant by
               | "it's not scripted": it's not using their (text-based)
               | scripting language, but the entire sequence is more or
               | less 100% deterministic, using AI packages to control the
               | behavior:
               | 
               | > The reason it's AI and not scripting is because it uses
               | goals and rules to determine how something is going to be
               | accomplished.
               | 
               | > In the sense that it's a sequence of events that happen
               | in a particular order, you might consider it scripted,
               | but the way you set up those events, and how the actors
               | accomplish them, is not scripted.
        
               | supermatt wrote:
               | I was referring to you saying above that the e3 demo was
               | "tightly scripted". I never suggested it was, just that
               | it was much more complex than what was released.
        
               | PunchyHamster wrote:
               | I think more likely scenario is that in QA testing there
               | was so many edge cases that between demo and release they
               | disabled a lot of it; limited amount of power of consoles
               | might've also been a factor
        
       | flohofwoe wrote:
       | The closest thing we got to the idea of Radiant AI is probably
       | Dwarf Fortress.
       | 
       | But entirely goal-driven (and thus unpredictable) game AI systems
       | like this are usually at odds with story-driven gameplay where
       | the outcome needs to be deterministic (or at least "winnable")
       | and the player is the hero which the story is built around (while
       | games like Dwarf Fortress don't have a pre-defined story, and
       | also no player character to take care of, and the whole fortress
       | being wiped out because of comically unpredictable events is a
       | large part of the "fun").
        
         | gmueckl wrote:
         | That was also my thought. How does the world behave 100 hours
         | into the simulation? If half the town residents have managed to
         | get themselves killed by guards and some of the shopkeepers are
         | gone, it's a bad outcome. Complex sims have emergent behaviors
         | that are hard to tune.
         | 
         | The other thing is a bit more subtle. It's a big open world and
         | all NPCs need to be active continuously for that sim to work.
         | So you have a big N to squeeze into a tight per frame CPU
         | budget. Also, things like path planning or object interaction
         | only work if some information like object positions and
         | pathfinding maps are kept in memory the whole time for the
         | entire world. This sounds very challenging on a 2005 era PC.
        
           | ijk wrote:
           | The thing about Oblivion that the simulation tends to run up
           | against is that hitpoints and death are an abstraction: a
           | real human would die much more easily from the injuries that
           | get inflicted, but also a real human would avoid a lot of
           | problems in the first place (and have families that would
           | take over their shop, and live in cities with more than
           | twenty people hanging around). You run into trouble when one
           | part of the simulation is taking things as symbolic while
           | another part is taking it as literal. If you want it all to
           | be literal you've got to be willing to go super deep into the
           | emergent simulation.
        
           | morleytj wrote:
           | One of the classic emergent behaviors (which I loved) that
           | came from Dwarf Fortress was the cats dying of alcohol
           | poisoning.
           | 
           | There was a patch note years and years ago about a bugfix
           | that had to happen because all the cats were mysteriously
           | dying in people's fortresses -- it was tracked down to the
           | fact that cats would walk through the taverns, in which
           | visitors would be drinking and occasionally spilling alcohol
           | (There was a feature that had been added at one point for
           | spilled liquids to form pools which could get on entities
           | passing through, like getting mud on you by walking through a
           | large puddle).
           | 
           | The cats also had a piece of functionality where they could
           | self clean by licking after they became dirty with something,
           | and would ingest some amount of it due to using their tongue
           | to clean themselves.
           | 
           | The cats' fur would become damp with the alcohol as they
           | stepped through the spills, and the cats self cleaning meant
           | they would regularly get extremely drunk and die from the
           | alcohol poisoning trying to clean themselves. Not intended at
           | all, but two completely different systems colliding in an
           | emergent behavior of interest.
           | 
           | I also always loved the behavior of undead zones. In them,
           | any dead creature could be revived by dark magic in the area.
           | It leads to the question though, what counts as a dead
           | creature? Well, it would be anything with a tag indicating
           | that it came from something that died. This does in fact
           | include small bones though, or hair from a butchered animal.
           | Fortresses in these areas would have quite the casualty rate
           | trying to butcher a pack mule as its hair would come to life
           | and kill the butcher.
        
         | nxobject wrote:
         | There's probably some mathematical way to express that... it'd
         | be interesting to look at Todd's mythical "Radiant Economy",
         | create a dynamical system model/game-theoretic mode, and try to
         | prove that in the long run everyone doesn't end up broke or a
         | millionaire.
        
           | aleph_minus_one wrote:
           | > create a dynamical system model/game-theoretic mode, and
           | try to prove that in the long run everyone doesn't end up
           | broke or a millionaire.
           | 
           | Simply ask yourself which factors in the real world lead or
           | don't lead (depending on your political stance) to this
           | outcome, and you likely have found the relevant factors that
           | you have to include.
        
             | ViscountPenguin wrote:
             | To be fair, the velocity of money can be be significantly
             | higher in a video game, and you're much less likely to have
             | innovations reshuffling the market. It seems inevitable
             | that extremal states would be more prevalent than real
             | life.
        
               | aleph_minus_one wrote:
               | With the point "the velocity of money can be be
               | significantly higher in a video game" you actually
               | outlined a serious problem (and a potential solution):
               | 
               | The rest of the in-game economy (including its pricing)
               | doesn't fit the money circulation velocity, thus we get
               | problems.
               | 
               | The famous equation of exchange
               | 
               | > https://en.wikipedia.org/wiki/Equation_of_exchange
               | 
               | gives a rule of thumb how other factors of the in-game
               | economy need to be adjusted if the velocity of money is
               | increased.
        
           | tormeh wrote:
           | I think Veloren has a sort of dynamic economy where NPCs
           | trade in and consume goods. Well, maybe not NPCs, but at
           | least settlements as a collective, or something like that.
           | I'm unsure of the details, but I remember prices being
           | different between settlements, and prices changing based on
           | local NPC inventories.
        
         | jadbox wrote:
         | Some of the Ultima games (and I think Morrowind) had a kind of
         | simulated life routine: sleeping, opening shop, visiting
         | family, exploring, etc.
        
           | paavohtl wrote:
           | Some games in the Ultima series did, but Morrowind didn't,
           | which is why Radiant AI was developed in the first place. The
           | first chapter of the article is about that.
        
         | PunchyHamster wrote:
         | In time since Oblivion we got games like Divinity: Original sin
         | 1/2 where you can kill pretty much every character in the game
         | and it will still be finishable.
         | 
         | The essential NPCs could also be flagged essential, or maybe
         | have a variation of that flag where only way given character
         | dies is if say 1/4 of the damage dealt to character is from
         | player (so NPC can't accidentally kill important NPC
         | basically).
         | 
         | Also, radiant AI can also just... not run on the plot
         | significant NPCs.
         | 
         | Finally, Bethesda games aren't known from main story being the
         | main selling point.
        
           | tsimionescu wrote:
           | I think it's more than essential NPCs though. Already in
           | Oblivion those couldn't die anyway (Morrowind was the last
           | TES game where you could get locked out of finishing the main
           | story if you killed the wrong NPC).
           | 
           | But fully emergent behavior would likely destroy some
           | player's experience in other ways - towns without shopkeeps,
           | most quests ruined, little staged moments going away, etc.
        
         | programd wrote:
         | Another similar game to Dwarf Fortres is Song of Syx [0]. It's
         | more accessible then DF and I think they can have up to 20,000
         | entities active in the world at a time. The world map is pretty
         | huge, and the player gets to control a one group among many.
         | Every entity in Song of Syx is individually modelled, though
         | probably not in quite the details that DF is known for.
         | 
         | [0] https://store.steampowered.com/app/1162750/Songs_of_Syx/
        
       | netruk44 wrote:
       | What an amazingly well researched and interesting post. I'm very
       | grateful to the author for having done the legwork to research
       | all of this.
       | 
       | I loved how they were able to peel back the Todd Howard reality
       | distortion field to really understand how Bethesda went from that
       | famous E3 2005 demo to what we got in the end.
        
         | paavohtl wrote:
         | Thanks for your kind words! Researching and writing this
         | consumed most of my free time for about two weeks, but I think
         | it was worth it.
        
       | ajkjk wrote:
       | I have remembered the phrase "Radiant AI" from the Oblivion
       | Marketing when it came out, 2005ish I guess, when I was in high
       | school. I'm glad it stuck with someone else as much as it did for
       | me: the hype, the disappointment, but also the wondering what it
       | could have been, because it sounded like a legitimately very-cool
       | game feature except for the part where it didn't exist.
        
       | hyperman1 wrote:
       | When I played gothic, I was in the wilderness and in the process
       | of being killed by some beast. Completely unexpected, a core NPC
       | (Lester?) joined the fight and slew it. It turns out, he makes a
       | walk between 2 camps every day, and happened to be around just at
       | the right time.
       | 
       | While already impressed by the AI, I was blown away by this l
       | behaviour. He goes between 2 places that can't exist in RAM at
       | the same time, and interacts with the world when it happens to
       | pop into existence around him.
       | 
       | Radiant AI should and could have been like this.
        
         | paavohtl wrote:
         | Radiant AI does work exactly like that. The game keeps the
         | global cell-level pathfinding graph in memory at all times, and
         | uses it to simulate NPC travel outside of the loaded area.
        
           | hyperman1 wrote:
           | Technology wise they should be comparable, but the way its
           | used feels different. The Gothic world felt much more alive
           | than Oblivion, even if Gothic is from 2001 and Oblivion from
           | 2006
        
         | Merad wrote:
         | Oblivion has multiple NPCs with complex schedules that involve
         | travel between cities. And yes, you can run into them on the
         | road. Best example is the countess of Leyawin, once a month she
         | visits her mother in Chorrol (opposite side of the map) along
         | with her personal guards and advisor.
        
       | nxobject wrote:
       | > "Hail."
       | 
       | > "I have heard that the Nords of Skyrim have been warring with
       | the Redoran of Morrowind."
       | 
       | > "It seems that these are turbulent times in the land of the
       | Dunmer."
       | 
       | > "Stop talking!"
       | 
       | > "Take care"
        
       | nxobject wrote:
       | After hearing the "everyone pickpockets everyone and goes to jail
       | and/or dies" anecdote for the "original" Radiant AI, I'm
       | beginning to suspect that the following are incompatible:'
       | 
       | - there's always enough interesting characters to interact with
       | to give quests etc.;
       | 
       | - live simulated world with emergent behavior that involves
       | characters disappearing;
       | 
       | - no one enters or leaves town.
        
         | recursivecaveat wrote:
         | Honestly I think there is a fundamental incompatibility
         | between: some sense of simulation or realism, and a high enough
         | density of interesting events per character per hour to meet
         | the player's entertainment expectations. A functioning society
         | just can't supply enough arrests, trysts, bandit kidnappings,
         | secret identities, feuds, marriages, etc etc, without rapidly
         | tearing itself completely apart. There's a reason basically
         | every TV show feels like it going off the rails after a few
         | seasons: you can't lay rails in front of you as fast as
         | episodes consume them. It only works at the beginning because
         | you're borrowing against the stock of events that occurred in-
         | universe before the show began.
         | 
         | Dwarf Fortress kindof solves this by zooming out to increase
         | the character count, as well as the standard fantasy trick of
         | super-charging the economic productivity of everything. Letting
         | 1 dwarf feed 15 by working part-time on a 25 square meter plot
         | of mushrooms helps a lot.
        
         | o11c wrote:
         | The "always enough interesting characters" problem needs to be
         | solved by something along the lines of "if an important NPC
         | dies, the role is passed to an heir". But ... also the world
         | needs to be less murder-y, and (related) actually have a closed
         | economy.
         | 
         | The article mentioned the problem of fitting audio on a single
         | DVD (which would only be exacerbated by fallbacks, and no
         | please don't consume my entire SSD) ... there certainly was a
         | regression in video game creative dialogue when everything
         | started to be voiced. And voice synthesis is an example of one
         | of the rare problems that AI _might_ actually be able to solve
         | fairly reliably, though it 's not clear if the jarring
         | exceptions would be more of a problem outside the current
         | utility problems. Though given that the individual input words
         | should be known, probably just converting text to phonemes
         | would suffice.
        
       | devstar wrote:
       | As a Bethesda fan (spending 1000s of hours combined in Fallout
       | and Skyrim), I enjoyed reading this post. Especially liked the
       | use of creating your own NPC to test the various scenarios. I
       | just now started playing the Oblivion remaster for the first time
       | and I find that I am liking the NPC interactions / liveliness a
       | lot more compared to their later titles.
       | 
       | The one item that stood out to me was: "Todd's mid-fight dagger
       | acquisition Verdict: Impossible in the final game unless scripted
       | to do so"
       | 
       | I do not disagree with the verdict for the final build of the
       | game but I recall observing something similar in Fallout 3. I had
       | stashed a mini-nuke launcher and ammmo in the Megaton player
       | home. Some sort of conflict transpired (do not remember what
       | exactly, perhaps I provoked an NPC for fun), I witnessed one of
       | the town-folk run into my player home (in its own cell) and come
       | back out with my weapon. It is possible with 1000s of hours in
       | Bethesda games I am just mishmashing memories together but I am
       | pretty sure this is what prompted me to eventually download a
       | player home mod (and eventually learn G.E.C.K. by "remastering"
       | it).
        
         | paavohtl wrote:
         | Thanks for reading!
         | 
         | It's an interesting anecdote, but from my understanding of the
         | system that simply shouldn't be possible. Your house's interior
         | cell isn't loaded into memory when you are outside in Megaton,
         | so there's no way for the NPC to access your items. I think
         | this fundamental limitation holds true for every version of the
         | engine, from Morrowind to Starfield, but I'd be glad to be
         | proven wrong with concrete evidence.
        
           | jwrallie wrote:
           | Sometimes NPCs can follow you if they are close to the door
           | when you enter, so while it's not so common it could happen.
        
       | YeGoblynQueenne wrote:
       | >> The technology powering this next generation title is doing so
       | much more than simply making everything look great, it's also
       | changing the rules of how virtual game worlds function. As
       | mentioned before, the area of Tamriel that is the setting for
       | Oblivion is populated with 1,000 NPCs. Unlike current games,
       | these characters don't simply disappear once the player leaves
       | the area, they exist 24 hours a day, seven days a week. Every
       | character has its own virtual life and its own schedule to
       | follow.
       | 
       | You know who really did this? It's a game called Rain World [1].
       | In Rain World, the world keeps turning when you're gone.
       | Literally: predators and prey go about their way, chasing and
       | fighting and eating each other, after you die. When you come back
       | they _don 't respawn_. The game simulates their actions while
       | you're away and you meet them again in medias res, doing whatever
       | they were doing while you weren't there.
       | 
       | And what was the reaction of the gaming public to that? A typical
       | reaction on release was this article by Brendan Caldwell on Rock
       | Paper Shotgun, whence I quote:
       | 
       |  _Modern platformers that want to be difficult have learned the
       | value of a quick and nearby spawn. Fell into some spikes? Never
       | mind, says the game, and one second later you are at the last
       | brick wall you leapt from. The slugcat doesn't get this
       | treatment, instead it is transported back to the nearest save
       | point, the last hibernation chamber. The things you have done to
       | the environment have been undone, the parts of the map you
       | revealed have been recovered in shroud. You are ten screens back
       | from where you were, only now the predators and prey will be in
       | different places._
       | 
       | (...)
       | 
       |  _The oddest thing about it is that, like the controls, this
       | difficulty feels entirely deliberate. It is like Rain World wants
       | to have the strength of difficulty we find in Dark Souls. But
       | that classic of dying and re-dying had the impetus of soul
       | currency, a sense of gambling, a sense of pace, and the relief of
       | clever shortcuts with near-perfect geography. Not to mention the
       | HUGELY SIGNIFICANT gesture of always putting the enemies reliably
       | in the same place, like a solid, immovable set of spiky hurdles.
       | You always had the means to overcome and defeat them. You just
       | needed to learn._
       | 
       | https://www.rockpapershotgun.com/rain-world-review
       | 
       | In other words: "What? I can't just memorise enemies' positions
       | so I can defeat them by muscle memory alone??? I have to
       | _think_?? Each time?? During a game???? "
       | 
       | :Throws controller:
       | 
       | Yeah, so much about AI simulating enemies that have an
       | independent existence.
       | 
       | ________________
       | 
       | [1] https://en.wikipedia.org/wiki/Rain_World
        
       | kibwen wrote:
       | Regarding debunking the skooma merchant murder anecdote:
       | 
       |  _> The addicts live in a locked cabin, so it's unlikely for the
       | player to enter it unless they are specifically looking for it._
       | 
       | This is overlooking a crucial, obscure, and unintentionally
       | hilarious detail: not all the skooma addicts are in the cabin!
       | Out in the world are two NPCs who make a monthly inter-city trip
       | to the den to get their fix. However, due to a bug where these
       | NPCs are assigned to the wrong faction, they can't actually get
       | through the locked door of the den, so they'll stand outside the
       | door drinking skooma forever, unable to progress to the step of
       | the AI package that would eventually return them home to their
       | usual schedules, unless the player unlocks the door for them.
       | https://en.uesp.net/wiki/Oblivion:Trenus_Duronius
        
         | paavohtl wrote:
         | Interesting detail, thanks for letting me now. I had a look at
         | the AI packages of all three visitors (Gelephor, Gellius
         | Terentius, Trenus Duronius) and at least in the base game
         | (without UOP) none of them carry skooma nor are scripted to
         | find it. So even though the game implies they are skooma
         | addicts via dialogue & environmental storytelling, from a
         | purely technical POV they are not addicts. Getting stuck
         | outside the shack checks out, though I don't think faction
         | membership is the reason for that -- they simply don't have the
         | key to the door.
        
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