[MUD-Dev2] [OFF-TOPIC] A rant against Vanguard reviews and rants
John Buehler
johnbue at msn.com
Fri Mar 9 18:37:10 CET 2007
Phillip Lenhardt writes:
> On Fri, Mar 02, 2007 at 02:17:53PM -0500, John Buehler wrote:
> > I've assumed for years that a high NPC:PC ratio is a good way to ensure
> > immersion. Single player games clearly do that. They can get
> away with it
> > because of the player only being at one location in the server. All the
> > NPCs in other areas are inactive. In a massively multiplayer
> game, all the
> > content has to be running all the time. Smart NPCs are just
> too draining of
> > resources. The same is true of world physics.
>
> You know, there is no particular reason why non-state affecting NPC AI
> and world physics can't be run on the client side. In fact, many games
> already do so for some physics.
"Non-state affecting" is terribly limiting. The most interesting NPCs are
going to be the ones that most affect state.
> Friendly NPC quest givers could cheerfully greet a player and
> ask about their health as well as giving out the quest. Unfriendly
> NPC quest givers could frown and grudgingly give the player the quest.
> Random NPCs could wave or cheer or chat about the player's
accomplishments;
> there's no real need to propagate those emotes to all players within
> viewing/hearing distance.
State rears its head.
It would seem odd to me that the cheers of NPCs in town were invisible to
the people I was traveling with. Including any NPCs travelling with me and
my fellow players. This is a scenario that I use for faction adjustment;
NPCs perceiving the cheers will sometimes adjust their own faction with me.
Perhaps up ("hurray, a hero!"), perhaps down ("what a pompous idiot").
JB
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