[MUD-Dev2] [DESIGN] Kill Smarter...Not Harder (Player vs. Monster)

John Buehler johnbue at msn.com
Fri Nov 3 15:03:49 CET 2006


cruise writes:

> Thus spake John Buehler...
> > Here's another alternative for you: dovetail human control with
> software AI.
> > If AI can only handle simple directives, then having human
> beings handle the
> > higher order decision-making.  I use the phrase "NPC Wranglers"
> to cover the
> > notion; gamemasters whose sole job is to give instructions to
> NPCs to get
> > them to do things.  This can happen either in advance or in real time.
>
> Why just GM's? I assume technical reasons currently, but in the future,
> is there any reason to not have an MMORTS? Instead of gaining levels,
> you could advance up the chain of command, for example. Mind you, in the
> future I imagine we may have MMO versions of the Battlefield series
> (which is heading that way already with the persistance and unlocks).
>
> What other genres could work in an MMO setting?

Any and all.  The notion is predicated in MME - massively multiplayer
entertainment.  It's not a rocket science concept, but it requires rocket
science under the covers to make it work.  All I'm suggesting is that we get
some serious AI to drive the NPCs, and figure out how to use employee smarts
to get even more interesting and entertaining behavior out of the overall
system.

Until somebody comes up with a successful MME experience that predicates its
entertainment on the organic behavior of the NPCs instead of their
appearance, this is going to remain a pipedream.

JB





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