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Amazing article detailing the innovation of EQN and Storybricks

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  • BreshaBresha Member Posts: 65

    Remember when GW2 had amazing sounding articles? yeah....I do too..

     

    then the game released.

  • MarkusrindMarkusrind Member Posts: 359

    If anyone is REALLY interested in learning what story bricks and AI in general is capable of and is currently being developed they should check out the information from the recent Game AI convention.....not that I expect any of the people stating "it's just scripts" and "it's never gonna happen" will continue to ignore what is happening out there and continue to keep their heads stuck in the sand.

     

    Also, the link here is a very good presentation on AI from Brian Schwab of Storybricks.

    Gah copy/paste is screwed up no this site. Just type the following into youtube: -

     

     

  • amx23amx23 Member Posts: 102
    youtube search:  

    IGDA Webinar, 11 June 2014: AI Session with Brian Schwab

  • evilizedevilized Member UncommonPosts: 567
    Originally posted by Markusrind

    If anyone is REALLY interested in learning what story bricks and AI in general is capable of and is currently being developed they should check out the information from the recent Game AI convention.....not that I expect any of the people stating "it's just scripts" and "it's never gonna happen" will continue to ignore what is happening out there and continue to keep their heads stuck in the sand.

     

    Also, the link here is a very good presentation on AI from Brian Schwab of Storybricks.

    Gah copy/paste is screwed up no this site. Just type the following into youtube: -

     

     

    Guy says it right in the presentation - the AI will adjust itself and how it acts depending on what the player does over time.

     

    something else I found that somewhat applies to storybricks as well: http://www.break.com/video/wolves-affect-and-improve-everything-around-them-2752582

     

    this video depicts what SOE's end goal is within EQN as far as self sustaining content goes. one little change sets off a giant chain reaction that reverberates throughout the entire system, creating new possibilities on a regular basis.

  • Brabbit1987Brabbit1987 Member UncommonPosts: 782
    Originally posted by evilized
    Originally posted by Markusrind

    If anyone is REALLY interested in learning what story bricks and AI in general is capable of and is currently being developed they should check out the information from the recent Game AI convention.....not that I expect any of the people stating "it's just scripts" and "it's never gonna happen" will continue to ignore what is happening out there and continue to keep their heads stuck in the sand.

     

    Also, the link here is a very good presentation on AI from Brian Schwab of Storybricks.

    Gah copy/paste is screwed up no this site. Just type the following into youtube: -

     

     

    Guy says it right in the presentation - the AI will adjust itself and how it acts depending on what the player does over time.

     

    something else I found that somewhat applies to storybricks as well: http://www.break.com/video/wolves-affect-and-improve-everything-around-them-2752582

     

    this video depicts what SOE's end goal is within EQN as far as self sustaining content goes. one little change sets off a giant chain reaction that reverberates throughout the entire system, creating new possibilities on a regular basis.

    Now THAT is an interesting video and really does depict the idea behind the storybricks engine.

    This is also why I have stated earlier in this thread that even the devs won't know everything that could possibly happen. They will know the behaviors and actions, but they will not know every way those behaviors and actions can effect the world. There is no way to predict how players will interact either and what changes will occur due to player to world interaction.

    Adding a new small rule to the game, could have drastic changes overall in such a game. Just adding a slightly new behavior could cause a cascade of events to unfold. Adding a new npc could literally change the entire feel of the world itself.

    There are so many possible outcomes, it's really impossible to think of every one.

     

    Thanks for that video ... it was amazing.

  • Gallus85Gallus85 Member Posts: 1,092

    And not only that, but it shows that they could change up the entire state of the game by adding just a very tiny bit of code to mix up the process.  Since it doesn't rely on specifically scripting each event one at a time, it means we can get a lot more new content with a lot less work from the devs and that the result of that content is not predetermined as it happens dynamically depending on player action/inaction and all the other variables involved that are different from server to server.

    Very exciting.

    Legends of Kesmai, UO, EQ, AO, DAoC, AC, SB, RO, SWG, EVE, EQ2, CoH, GW, VG:SOH, WAR, Aion, DF, CO, MO, DN, Tera, SWTOR, RO2, DP, GW2, PS2, BnS, NW, FF:XIV, ESO, EQ:NL

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910
    Originally posted by Gdemami

     


    Originally posted by lizardbones

    The NPCs do, in fact, change their behavior over time in response to what the players do.

     

    ...

    If StoryBricks is "regular" scripting and if any AI system is capable of doing what StoryBricks does, where are the real world examples?


    They only do what their script tells them to do:

     

    If player past interaction = 0, then attack
    else if player past interaction = beaten, then run
    else if player past interaction = win, then boast
    end if

    It is just a script. NPCs do not learn - create new "scripts", new behavior models.


    I do not follow all games on market so I have no idea what game AI "other" games apart from MMO or RPG use but I guess Sims use something similar.

    The keyword here is design.

    You need a specific design to utilize such AI and quite frankly, there is no point in Storybricks AI in linear story telling most RPG and MMOs consist of.

    SOE is trying something different, thus they work game AI to fit their needs.


    And no, I am not going overboard with what Storybricks cannot do, just I have better understanding how those things work technically.

     

    Oh, "I know better than you, technically".  Nice appeal to authority, where you are the authority.

     

    What you are saying is that the StoryBricks AI won't actually create a living, self aware creature.  What you are also saying is that the StoryBricks AI is backed by code.  The StoryBricks AI won't do something that doesn't exist in the code.  This is not going to be a surprise to anyone, I assure you.

     

    The reason you can't find any games that exhibit the behavior that can be shown in the StoryBricks examples is because they don't exist.  There are 0 games with the end results that StoryBricks brings.  Yes, StoryBricks runs off of code, but it is not Scripted AI.  Not in a manner that has existed in gaming before now.

     

    Existing AI does not react to changes in the world and has a limited ability to react to changes instigated from players.  In World of Warcraft, Thrall will never kill a Horde player because Thrall is on a script, one that he cannot deviate from.  That script is a necessary part of Thrall being Thrall and a necessary part of telling the player what they should be doing.  With StoryBricks, whether or not a King decides to kill the player really depends on what the player does.  One of the better AI systems I've found is in the most recent Fallout games, and the responses are limited to "will attack", "won't attack".  With StoryBricks, that King might respond with trying to kill you, or he might respond with a trade embargo on the town that you're staying in.  So perhaps you would find the discussion more palatable if you considered that StoryBricks is scripting, but at a level of complexity at least an order of magnitude higher than what currently exists.

     

    SOE could still totally bone it though.  Or knock it out of the park.  Who knows.  :-)

     

    I can not remember winning or losing a single debate on the internet.

  • MendelMendel Member EpicPosts: 3,373
    I'm still waiting to see if someone believes that the Storybook AI system will allow gnolls to choose to play /gems.

    Logic, my dear, merely enables one to be wrong with great authority.

  • GdemamiGdemami Member EpicPosts: 11,726


    Originally posted by lizardbones

    Oh, "I know better than you, technically".  Nice appeal to authority, where you are the authority.

    Not an argument at all, I just addressed your apeal to ignorance in your last post. Not all people are as technically ignorant as you.

    I provided you all the arguments but you either ignored them and just repeated yourself or you simply have no idea what I am talking about. Nice example is your attempt in twisting and putting words I haven't said in my mouth - all scripts are code but not all code is scripts.

    Lacking fundamental knowledge on topic is one thing, ignoring it and refusing to educate yourself and being obtuse is another.

  • AzothAzoth Member UncommonPosts: 840
    Originally posted by Brabbit1987
    Originally posted by evilized
    Originally posted by Markusrind

    If anyone is REALLY interested in learning what story bricks and AI in general is capable of and is currently being developed they should check out the information from the recent Game AI convention.....not that I expect any of the people stating "it's just scripts" and "it's never gonna happen" will continue to ignore what is happening out there and continue to keep their heads stuck in the sand.

     

    Also, the link here is a very good presentation on AI from Brian Schwab of Storybricks.

    Gah copy/paste is screwed up no this site. Just type the following into youtube: -

     

     

    Guy says it right in the presentation - the AI will adjust itself and how it acts depending on what the player does over time.

     

    something else I found that somewhat applies to storybricks as well: http://www.break.com/video/wolves-affect-and-improve-everything-around-them-2752582

     

    this video depicts what SOE's end goal is within EQN as far as self sustaining content goes. one little change sets off a giant chain reaction that reverberates throughout the entire system, creating new possibilities on a regular basis.

    Now THAT is an interesting video and really does depict the idea behind the storybricks engine.

    This is also why I have stated earlier in this thread that even the devs won't know everything that could possibly happen. They will know the behaviors and actions, but they will not know every way those behaviors and actions can effect the world. There is no way to predict how players will interact either and what changes will occur due to player to world interaction.

    Adding a new small rule to the game, could have drastic changes overall in such a game. Just adding a slightly new behavior could cause a cascade of events to unfold. Adding a new npc could literally change the entire feel of the world itself.

    There are so many possible outcomes, it's really impossible to think of every one.

     

    Thanks for that video ... it was amazing.

    Except that this is happening in a protected park in real life where there is consequence for human to break natural rules. We know how player will interact with that kind of situation in game. If it's killable, it will die. If it's harvestable, it will be harvested.

    That's why any kind of attempt at any system trying to simulate a living ecosystem world always failed in mmos. I think that it could make some of the best single player game, at least the people interested in that kind of behavior, people just curious about outcomes of different actions they take,  could see it happen.

    But in an MMO where a lot of players just want to do as much damage as they can, the experience will most likely be pretty chaotic. I'd be more hopeful for a SP game using storybrick, in an mmo I fear it will just be too many unknown to actually appreciate the system behind it.

  • MarkusrindMarkusrind Member Posts: 359
    Originally posted by Azoth

     

    But in an MMO where a lot of players just want to do as much damage as they can, the experience will most likely be pretty chaotic. I'd be more hopeful for a SP game using storybrick, in an mmo I fear it will just be too many unknown to actually appreciate the system behind it.

    I imagine it will be very chaotic.

    Kill all the Orcs in an area only to find that something else sees an opportunity and moves in or More Orcs come to area to wage a huge war. Or by removing the Orcs a nearby town no longer has customers so the merchants move on too.

    Cut down all the trees in an area and it is no longer a land of nature, Evil moves in and chaos ensues. Plant more trees and suddenly nature fights back. Or maybe the Dark Elves see an opportunity to settle the lands.

    Yes, all those boring old, done many times before scripts, kicking in to provide a chaotic world where actions have reactions and players really do live a life of consequence....sucks right?

     

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910
    Originally posted by Gdemami

     


    Originally posted by lizardbones

    Oh, "I know better than you, technically".  Nice appeal to authority, where you are the authority.


     

    Not an argument at all, I just addressed your apeal to ignorance in your last post. Not all people are as technically ignorant as you.

    I provided you all the arguments but you either ignored them and just repeated yourself or you simply have no idea what I am talking about. Nice example is your attempt in twisting and putting words I haven't said in my mouth - all scripts are code but not all code is scripts.

    Lacking fundamental knowledge on topic is one thing, ignoring it and refusing to educate yourself and being obtuse is another.

     

    I would love to comment on this, but I think it really speaks for itself.

     

    I can not remember winning or losing a single debate on the internet.

  • AzothAzoth Member UncommonPosts: 840
    Originally posted by Markusrind
    Originally posted by Azoth

     

    But in an MMO where a lot of players just want to do as much damage as they can, the experience will most likely be pretty chaotic. I'd be more hopeful for a SP game using storybrick, in an mmo I fear it will just be too many unknown to actually appreciate the system behind it.

    I imagine it will be very chaotic.

    Kill all the Orcs in an area only to find that something else sees an opportunity and moves in or More Orcs come to area to wage a huge war. Or by removing the Orcs a nearby town no longer has customers so the merchants move on too.

    Cut down all the trees in an area and it is no longer a land of nature, Evil moves in and chaos ensues. Plant more trees and suddenly nature fights back. Or maybe the Dark Elves see an opportunity to settle the lands.

    Yes, all those boring old, done many times before scripts, kicking in to provide a chaotic world where actions have reactions and players really do live a life of consequence....sucks right?

     

    What you describe is not chaos, it's perfect natural order. Would I want to play something like it ? sure, but what will happen is more likely to be anything that comes and try to set foot in an area will be destroyed before any kind of ecosystem can evolve out of it.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910
    Originally posted by Azoth
    Originally posted by Markusrind
    Originally posted by Azoth

     

    But in an MMO where a lot of players just want to do as much damage as they can, the experience will most likely be pretty chaotic. I'd be more hopeful for a SP game using storybrick, in an mmo I fear it will just be too many unknown to actually appreciate the system behind it.

    I imagine it will be very chaotic.

    Kill all the Orcs in an area only to find that something else sees an opportunity and moves in or More Orcs come to area to wage a huge war. Or by removing the Orcs a nearby town no longer has customers so the merchants move on too.

    Cut down all the trees in an area and it is no longer a land of nature, Evil moves in and chaos ensues. Plant more trees and suddenly nature fights back. Or maybe the Dark Elves see an opportunity to settle the lands.

    Yes, all those boring old, done many times before scripts, kicking in to provide a chaotic world where actions have reactions and players really do live a life of consequence....sucks right?

     

    What you describe is not chaos, it's perfect natural order. Would I want to play something like it ? sure, but what will happen is more likely to be anything that comes and try to set foot in an area will be destroyed before any kind of ecosystem can evolve out of it.

     

    I haven't seen any explanation of what will happen if the players kill all the Orcs, or if they cut down all the trees, which seems very likely, especially on opening day.

     

    I can not remember winning or losing a single debate on the internet.

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by lizardbones

    I haven't seen any explanation of what will happen if the players kill all the Orcs, or if they cut down all the trees, which seems very likely, especially on opening day.

    seems like orcs (or mobs) will migrate to easier targets

     

    from Pax 2013, last year

    http://www.escapistmagazine.com/forums/read/7.827117-EverQuest-Next-Is-the-Next-Generation-of-MMOs-PAX-2013

    Georgeson said he wants to get rid of the permanent spawn point for all monsters. Instead, he wants to program monsters with specific AI characteristics and "release them into the void." Take orcs for example. Orcs like gold, but they dislike areas which are patrolled by guards because hey, that means death. So if the designers release a thousand orcs into the world, they will congregate in low-population areas that happen to have a lot of rich adventurers walking through it. "They will stay there until the situation changes," Georgeson said. If you ask guards to start patrolling the woods where orcs are, the band may move on, or if adventurers stop being an easy target, they might also migrate. Of course, your actions could have unintended consequences too. If the band of orcs moves somewhere else, then that area will have to deal with them, and so on.

    The design team will also use this AI to create major story arcs called "rallying calls" and it will be up to the players to complete them. The example given was a noble asking the players to establish an outpost near a goblin king's stronghold. If you go there, you'll have various activities you can do such as building a stone wall around the tents or thinning out the goblins in the nearby woods. Keep in mind, these aren't quests, but open activities you could engage in, and some of them will trigger a response from the AI. If you kill too many goblins, the king will get mad and start sending out raiding parties. If the raiding parties are stymied by the stone wall you erected, the goblin king could recruit gnoll allies and storm your walls with massive siege engines. If the army is defeated, the goblin king will retreat and head off to another region to possibly start another rallying call, while the town you helped found becomes a permanent feature of Norrath.

  • AzothAzoth Member UncommonPosts: 840
    Originally posted by Nadia
    Originally posted by lizardbones

    I haven't seen any explanation of what will happen if the players kill all the Orcs, or if they cut down all the trees, which seems very likely, especially on opening day.

    seems like orcs (or mobs) will migrate to easier targets

     

    from Pax 2013, last year

    http://www.escapistmagazine.com/forums/read/7.827117-EverQuest-Next-Is-the-Next-Generation-of-MMOs-PAX-2013

    Georgeson said he wants to get rid of the permanent spawn point for all monsters. Instead, he wants to program monsters with specific AI characteristics and "release them into the void." Take orcs for example. Orcs like gold, but they dislike areas which are patrolled by guards because hey, that means death. So if the designers release a thousand orcs into the world, they will congregate in low-population areas that happen to have a lot of rich adventurers walking through it. "They will stay there until the situation changes," Georgeson said. If you ask guards to start patrolling the woods where orcs are, the band may move on, or if adventurers stop being an easy target, they might also migrate. Of course, your actions could have unintended consequences too. If the band of orcs moves somewhere else, then that area will have to deal with them, and so on.

    The design team will also use this AI to create major story arcs called "rallying calls" and it will be up to the players to complete them. The example given was a noble asking the players to establish an outpost near a goblin king's stronghold. If you go there, you'll have various activities you can do such as building a stone wall around the tents or thinning out the goblins in the nearby woods. Keep in mind, these aren't quests, but open activities you could engage in, and some of them will trigger a response from the AI. If you kill too many goblins, the king will get mad and start sending out raiding parties. If the raiding parties are stymied by the stone wall you erected, the goblin king could recruit gnoll allies and storm your walls with massive siege engines. If the army is defeated, the goblin king will retreat and head off to another region to possibly start another rallying call, while the town you helped found becomes a permanent feature of Norrath.

    But what happens if every orc of a clan is killed ? Is there an invisible spawning point of that tribe that will move till it find a new spot to rebuild the clan or is this clan gone forever ? Does one of those orc have to survive for your action to be remembered or does your action against them is also erased ?

    What happen to the merchant that dies after you spent weeks  to get to like you, will he respawn or be replaced by a new npc that knows nothing about you  ?

    If I kill orcs, does that affect every orcs in the game or only the ones that sees me do the deed or the ones that come in contact with the witnesses ?

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910
    Originally posted by Azoth
    Originally posted by Nadia
    Originally posted by lizardbones

    I haven't seen any explanation of what will happen if the players kill all the Orcs, or if they cut down all the trees, which seems very likely, especially on opening day.

    seems like orcs (or mobs) will migrate to easier targets

     

    from Pax 2013, last year

    http://www.escapistmagazine.com/forums/read/7.827117-EverQuest-Next-Is-the-Next-Generation-of-MMOs-PAX-2013

    Georgeson said he wants to get rid of the permanent spawn point for all monsters. Instead, he wants to program monsters with specific AI characteristics and "release them into the void." Take orcs for example. Orcs like gold, but they dislike areas which are patrolled by guards because hey, that means death. So if the designers release a thousand orcs into the world, they will congregate in low-population areas that happen to have a lot of rich adventurers walking through it. "They will stay there until the situation changes," Georgeson said. If you ask guards to start patrolling the woods where orcs are, the band may move on, or if adventurers stop being an easy target, they might also migrate. Of course, your actions could have unintended consequences too. If the band of orcs moves somewhere else, then that area will have to deal with them, and so on.

    The design team will also use this AI to create major story arcs called "rallying calls" and it will be up to the players to complete them. The example given was a noble asking the players to establish an outpost near a goblin king's stronghold. If you go there, you'll have various activities you can do such as building a stone wall around the tents or thinning out the goblins in the nearby woods. Keep in mind, these aren't quests, but open activities you could engage in, and some of them will trigger a response from the AI. If you kill too many goblins, the king will get mad and start sending out raiding parties. If the raiding parties are stymied by the stone wall you erected, the goblin king could recruit gnoll allies and storm your walls with massive siege engines. If the army is defeated, the goblin king will retreat and head off to another region to possibly start another rallying call, while the town you helped found becomes a permanent feature of Norrath.

    But what happens if every orc of a clan is killed ? Is there an invisible spawning point of that tribe that will move till it find a new spot to rebuild the clan or is this clan gone forever ? Does one of those orc have to survive for your action to be remembered or does your action against them is also erased ?

    What happen to the merchant that dies after you spent weeks  to get to like you, will he respawn or be replaced by a new npc that knows nothing about you  ?

    If I kill orcs, does that affect every orcs in the game or only the ones that sees me do the deed or the ones that come in contact with the witnesses ?

     

    Right.  I've been following StoryBricks for a couple years at least.  I'm pretty familiar with how it operates under idea circumstances, but what happens when players act like players?  i.e. Farm the Orcs out of existence or farm the trees out of existence.  That type of thing.  Even if a single player couldn't do it because the Orcs ran in fear, a team of players could certainly do it.  That's the problem with dropping a bunch of demi-gods into a carefully crafted world.  :-)

     

    I can not remember winning or losing a single debate on the internet.

  • mhallqvistmhallqvist Member Posts: 7
    Originally posted by lizardbones
    Originally posted by Azoth
    Originally posted by Nadia
    Originally posted by lizardbones

    I haven't seen any explanation of what will happen if the players kill all the Orcs, or if they cut down all the trees, which seems very likely, especially on opening day.

    seems like orcs (or mobs) will migrate to easier targets

     

    from Pax 2013, last year

    http://www.escapistmagazine.com/forums/read/7.827117-EverQuest-Next-Is-the-Next-Generation-of-MMOs-PAX-2013

    Georgeson said he wants to get rid of the permanent spawn point for all monsters. Instead, he wants to program monsters with specific AI characteristics and "release them into the void." Take orcs for example. Orcs like gold, but they dislike areas which are patrolled by guards because hey, that means death. So if the designers release a thousand orcs into the world, they will congregate in low-population areas that happen to have a lot of rich adventurers walking through it. "They will stay there until the situation changes," Georgeson said. If you ask guards to start patrolling the woods where orcs are, the band may move on, or if adventurers stop being an easy target, they might also migrate. Of course, your actions could have unintended consequences too. If the band of orcs moves somewhere else, then that area will have to deal with them, and so on.

    The design team will also use this AI to create major story arcs called "rallying calls" and it will be up to the players to complete them. The example given was a noble asking the players to establish an outpost near a goblin king's stronghold. If you go there, you'll have various activities you can do such as building a stone wall around the tents or thinning out the goblins in the nearby woods. Keep in mind, these aren't quests, but open activities you could engage in, and some of them will trigger a response from the AI. If you kill too many goblins, the king will get mad and start sending out raiding parties. If the raiding parties are stymied by the stone wall you erected, the goblin king could recruit gnoll allies and storm your walls with massive siege engines. If the army is defeated, the goblin king will retreat and head off to another region to possibly start another rallying call, while the town you helped found becomes a permanent feature of Norrath.

    But what happens if every orc of a clan is killed ? Is there an invisible spawning point of that tribe that will move till it find a new spot to rebuild the clan or is this clan gone forever ? Does one of those orc have to survive for your action to be remembered or does your action against them is also erased ?

    What happen to the merchant that dies after you spent weeks  to get to like you, will he respawn or be replaced by a new npc that knows nothing about you  ?

    If I kill orcs, does that affect every orcs in the game or only the ones that sees me do the deed or the ones that come in contact with the witnesses ?

     

    Right.  I've been following StoryBricks for a couple years at least.  I'm pretty familiar with how it operates under idea circumstances, but what happens when players act like players?  i.e. Farm the Orcs out of existence or farm the trees out of existence.  That type of thing.  Even if a single player couldn't do it because the Orcs ran in fear, a team of players could certainly do it.  That's the problem with dropping a bunch of demi-gods into a carefully crafted world.  :-)

     

    I'm pretty sure that they have thought about players destroying everything or focusing on a particular race/location but I agree it would be really interesting to get answers to these kinds of questions.

     

    My guess is that you cannot extinct races, they will respawn somewhere else but you might be able to limit their influence greatly. I also guess that some things cannot be destroyed or it might have consequences if you destroy it. If you destroy peaceful cities you might eventually be killed on sight by all civilized races or something similar.

     

    Player will eventually try to break everything in a system thus safeguards are needed. It might seem limiting but I would find it more limiting if I log in after a while and all intelligent NPC:s are dead on the whole server and there are no more quests or stories.


    Also thanks everyone for the links with more storybricks information :)

     

     

  • NanfoodleNanfoodle Member EpicPosts: 7,772
    Originally posted by Bresha

    Remember when GW2 had amazing sounding articles? yeah....I do too..

     

    then the game released.

    GW2 preformed just like it said it would. Show me one thing they promised that didnt happen?



  • MarkusrindMarkusrind Member Posts: 359

    A couple of points made by devs.

     

    Area's also have storybricks attached so an area will have tags. These tags are interacted with by NPC's and mobs too. So if you cut down all the tree's in an area it will most likely lose it's 'nature' tag which will have a knock on effect. NPC's and mobs attracted to 'nature' will no longer stick around and those that want to spread nature will be attracted. Basically for each action there will be a reaction.

    As for Orcs a tribe can be destroyed totally apparently. What does that mean? It means that Orcs in an area will no longer be there (but they will be somewhere else). But it also means that there is an area that does not contain Orcs which will of course have a reaction from the storybricks world. Things that were kept away by the presence of Orc's will now find the place attractive and migrate.

    The devs are absolutely aware of the dangers of what players might do and are designing things with that in mind.

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Markusrind

    The devs are absolutely aware of the dangers of what players might do and are designing things with that in mind.

    agree

    http://www.ign.com/articles/2013/08/02/everquest-next-is-real-and-its-amazing

    Players will occasionally be prevented from destroying things, Georgeson says, because otherwise "player cities would become player parking lots." Monsters, however, can and will show up to wreak havoc, and left unchecked, they can do plenty of damage to player settlements.

  • BreshaBresha Member Posts: 65
    Originally posted by Nanfoodle
    Originally posted by Bresha

    Remember when GW2 had amazing sounding articles? yeah....I do too..

     

    then the game released.

    GW2 preformed just like it said it would. Show me one thing they promised that didnt happen?

    Not my point.

     

    My point is this - most people ran wild with all those articles and got so overhyped and excited.Then the game released and it all really wasnt that exciting...

     

    Im betting the same for EQN

  • amx23amx23 Member Posts: 102
    Isnt gw2 the same model as wow only with action/tab combat? This is a totally different animal. You should check out the 2014 videos of this game. Promises are one thing but seeing it for yourself is another.
  • MarkusrindMarkusrind Member Posts: 359

    ZAM (www.zam.com) have just put up an interview with the 2 leads from Storybricks by Locksixtime.

    A very informative listen and sheds more light on what their system does.

    Of course there will be some who doubt it all but these 2 guys are at the top of the tree and really know what AI can or cannot do and they certainly seem confident about it all.

     

  • InfantryonlineInfantryonline Member Posts: 113

    "Change the world, and you write your own story..."       "If you think its the same old mmo, you havent played our game"

     

    "When you walk into a city you will not see a sea of people with question marks over their heads, period. You will see a group of people over there chopping down trees and putting them on a pile next to a group of people building siege equipment. And over on that side of the town you see guards training and over there you see a group of bards having an argument..."

     

    "the game can have a chunk of story, that it wants to tell. The story can be important to be moved up and it doesnt wait on player interaction. the npcs take over some of the roles in this particular chunk of story and they can find the perfect person and come to him and say 'Ted and I, are out to kill such and such orc in the next town over because it will dramatically cut this such and such. And we think You are the perfect guy. So essentially the quest can find you instead of you finding the quest".

     

    "So you find this weapon at the very bottom of a dungeon and you are very proud of it...and what if npcs were afraid of you because you had this weapon, because they know what you went through. Or how about some people saying 'Ok, i want to challenge you, because i want to prove my worth". 

     

     

    image

    ...That's essentially what being smug is. Acting like you're so blatantly right that even the thought of someone disagreeing with you is appallingly stupid and comical. you have a good chance of bullying them into believing you.

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