[MUD-Dev] believable NPCs (was Natural Language Generation)
Michael Sellers
mike at onlinealchemy.com
Tue May 25 17:46:49 CEST 2004
Malcom Tester wrote:
>> On Behalf Of Michael Sellers
>> Believable characters OTOH -- with or without NLG -- will make
>> gameplay much more immersive and consequential. Imagine asking a
>> tavern keeper NPC for info on where to buy good weapons.
>> Consider how his responses might differ based on whether he's
>> seen you before, whether you tipped well last time, whether and
>> how he's heard other NPCs (and PCs) talk about you, and, say,
>> whether he heard you were flirting heavily with the blacksmith's
>> daughter (whom he happens to be in love with), or were the one to
>> save her from ruffians. This goes way beyond script- or
>> knowledge-based responses, but provides much more interesting
>> player-related context for even the simplest menu-driven
>> interactions.
> This whole approach is, in my mind, quite doable.
Well, maybe. :) There are enormous architectural and scoping issues
of various types. To get a robust yet tractable solution isn't all
that easy. Or maybe we're just doing it the hard way!
Mike Sellers
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list