this post was submitted on 20 Nov 2024
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[–] Torenico@hexbear.net 7 points 58 minutes ago* (last edited 58 minutes ago)

Have you heard of the High Elves?

That's a very normal discussion people have I guess

[–] frauddogg@hexbear.net 14 points 1 hour ago (1 children)

It's literally just funnily-posed skeletons. There's a pair in FO4 Concord where one's strangling another over a safe

[–] Torenico@hexbear.net 11 points 57 minutes ago (1 children)

God I can only wonder what happened there. Guess I'll never know

[–] 7bicycles@hexbear.net 3 points 10 minutes ago

great enviromental storytelling is when you can figure out someone was strangled to death and the strangler also died of a random heart attack at that exact moment how wacky

[–] TerminalEncounter@hexbear.net 15 points 1 hour ago (1 children)

You know whats sad? That WAS the best environmental storytelling people had

[–] 7bicycles@hexbear.net 14 points 1 hour ago (2 children)

Disagreeing here, the original STALKER came out a year before and it had way better enviromental storytelling because it didn't rely to much on wackiness like FO3 and even with the A-Live system gimped to no end you could come across entirely diegetic, non planned enviromental storytelling where you could feasibly backtrack what happened.

Like a line of dead pseudodogs coming up to an electro-anomaly with a dead stalker in it and in the distance you could still see one or two of them limping about

[–] _pi@lemmy.ml 10 points 1 hour ago* (last edited 1 hour ago) (2 children)

Honestly I can't think of game that did it better than the STALKER series for faction mechanics, spawning, ai, and non-scripted environmental story telling. The way they did it the world felt alive and it was with much worse capabilities than now. That was the one game it really felt that you the player character weren't the sole force of history in the game.

Also Skyrim and Dark Souls came out the same year.

[–] Tervell@hexbear.net 8 points 43 minutes ago* (last edited 39 minutes ago) (3 children)

There's a neat Russian game series, Space Rangers, which also hit some of those vibes for me.

STALKER early in its development had some marketing blurb about "the AI being able to beat the game without the player", which is pretty dubious (it may have been sort of technically true at a very early stage when the game didn't really have much of a story or missions, but it's definitely not true for the finished product, which does have a more conventional narrative running through the game that you as the player are the driving force of), but in Space Rangers 2 this actually can nearly happen in the lower difficulty modes - you're not playing as some chosen hero, you're just a volunteer soldier in a big war, a war which goes on without you - star systems are captured and lost, the military organizes expeditions, technology advances over the course of the game with new weapons and ship models becoming available, and eventually, the AI can indeed whittle the enemy down to pretty much one or two final star systems. It was pretty nifty.

I really wish this whole "simulating deep systems that allow gameplay situations (and maybe even whole stories) to naturally emerge" approach (seen in these games, immersive sims, and I guess to some extent grand strategy games) was more popular, but it is pretty difficult and risky. It's part of what makes Bethesda's trajectory even more disappointing - at the time of Oblivion, they were actually exploring some of the same ideas of detailed AI routine simulation as STALKER (just tailored more towards "citizen" NPCs, ones who have homes and jobs and families, and thus routines revolving around that, while STALKER's guys are more nomadic wanderers getting into hijinks)... but the Radiant AI system didn't end up going anywhere, it was very jank but instead of trying to further develop it they've been progressively cutting it down more and more, and apparently in Starfield there's not much of it left.

[–] _pi@lemmy.ml 7 points 33 minutes ago* (last edited 32 minutes ago) (1 children)

I really wish this whole “simulating deep systems that allow gameplay situations (and maybe even whole stories) to naturally emerge” approach (seen in these games, immersive sims, and I guess to some extent grand strategy games) was more popular, but it is pretty difficult and risky.

As a software engineer who's been doing this for quite a while, the reality of software is that software is made in spite of the management of the business. That's always the #1 hurdle.

So when you have a deep simulation system you get a market problem like with No Man's Sky. It takes a long time to make a good deep simulation system, it's difficult to merge that deep simulation system with the capability to do narrative traditional game design to create a story and quest line beyond just simulating faction control of a map or wildlife, etc. At one point you cannot actually sell "the computer makes the game", you have to have a basic experience everyone can have.

But the real difficult part is to explain why this is so hard to brain dead morons who you have to beg for resources to do anything, and their pea brained limited imaginations can only think about things that they know of that have already have been made -- if that.

So ultimately big unique projects like this are often shouldered by individual tech leaders in companies usually to the detriment of their health and without any reward practically equivalent to the work.

[–] Tervell@hexbear.net 1 points 3 minutes ago* (last edited 2 minutes ago)

it's difficult to merge that deep simulation system with the capability to do narrative traditional game design

Definitely, games that try this do need to abandon traditional narratives to some extent, which is a big ask for a typical publisher - and unfortunately, the complexity of such systems also puts them out of the reach of indie games which can be otherwise afford to be more experimental (although Rain World is supposed to have some pretty amazing AI simulation too) - these kind of projects really have to be AA games, big enough to manage the complexity, but small enough to be allowed to actually do it instead of flattening everything in pursuit of more market share. And the AA side of the industry has unfortunately massively declined.

Space Rangers' main narrative isn't really much more than "liberate all star systems and defeat the big boss commanding the enemy" - there's a bit of detail about the war itself, but it's mostly revealed in big text boxes, which is moreso lore than narrative I guess. However, it's still got plenty of stories, thanks to the baffling(ly amazing) decision to just stick like a 100 mini-text-adventure games in as side quests. Get caught by the cops for your piratical crimes and sent to jail? Oh boy, we've got a whole text adventure of you having to manage your relations with the prisoners and the guards, choosing who to snitch on, getting into, uh, trained cockroach races (?), ratting out the horrible prison conditions to journalists, and much more! There's also presidential elections, cooking competitions, just a whole ton of random stuff, I have no idea what they were thinking but it turned out pretty great.

Grand strategy games like Crusader Kings also utilize such dynamic systems to great effect while forsaking typical narrative, but they're their own niche (and while Paradox does make cool stuff, they do also nickel-and-dime people for like 100 different DLCs per game...)

[–] 7bicycles@hexbear.net 5 points 28 minutes ago

(it may have been sort of technically true at a very early stage when the game didn't really have much of a story or missions, but it's definitely not true for the finished product, which does have a more conventional narrative running through the game that you as the player are the driving force of)

They can't finish the game but unpatched STALKER SoC absolutely allowed mission critical NPCs to die or objectives to just resolve themselves by random mutant spawns or whatever, which is why all the important NPCs all have PDAs with the shit you need. I still feel like this gets pretty close.

[–] KobaCumTribute@hexbear.net 2 points 12 minutes ago

in Starfield there's not much of it left.

I don't think there's any of it left. NPCs at most just sort of path around some patrol route, they're not even running through a timed schedule or anything like that. I guess NPCs on ships or in outposts randomly pick an object to interact with and go do an animation by it, but that's also unscheduled and is just a glorified random idle animation.

[–] 7bicycles@hexbear.net 4 points 29 minutes ago (1 children)

Shadow of Chernobyl predates even Demon's Souls by 2 years which is why one of the hills I'm dying on is that the genre should be called the stalkerlike instead of the soulslike because the important, all combining factor is the game basically treats you as an NPC as per power and such, you only have your wits to excel

[–] _pi@lemmy.ml 4 points 24 minutes ago (1 children)

all combining factor is the game basically treats you as an NPC as per power and such, you only have your wits to excel

Rogue came out in like 1980.

[–] 7bicycles@hexbear.net 4 points 17 minutes ago

Fair point but neither games have permadeath re-run mechanics that I'd argue characterize the roguelike

[–] TerminalEncounter@hexbear.net 8 points 1 hour ago (1 children)

Yeah but how many people played STALKER 1 vs FO3 or Skyrim? I'm absolutely confident there were indie games with better storytelling at the time and there were far older games like Planescape or Systemshock that were doubtlessly better as well. But people didn't play those at the time. For a lot of people, Bethesda games were the best they saw. This is not an endorsement of Bethesda lol

[–] 7bicycles@hexbear.net 4 points 25 minutes ago

STALKER and FO3 both suck major ass at conventional storytelling, albeit for different reasons, you'll find no objectives that Planescape or Systemshock or an indie game blow them out of the water, albeit indie games pre 2007 is a pretty small category on account of you needed a publisher to send those DVD arounds, you just got like a lot more weirdo A or AA games instead of the AAA++S-Rank shit only you get today.

Enviromental storytelling though I've still not seen STALKER beaten, albeit I fell off the wagon per gaming a while ago. Mind giving some examples here?

I also think STALKER and FO3 would've been popular in similar circles back then, STALKER was called oblivion with guns before FO3 came out

[–] OgdenTO@hexbear.net 11 points 1 hour ago

Project Zomboid has some pretty decent environmental storytelling, but sparse.

[–] MaoTheLawn@hexbear.net 53 points 3 hours ago* (last edited 1 hour ago) (1 children)

skeleton with a pile of rocks on top of him

with a note next to him that says 'i sure hope these rocks don't fall on my head'

[–] RangeFourHarry@hexbear.net 22 points 2 hours ago (1 children)

“Gerg told me the mine supports we’re using were creaking the other day. Idiot took some ore and ran off in the middle of the night. He doesn’t know what he’s talking about, I’ll show him”

[–] CyborgMarx@hexbear.net 20 points 2 hours ago* (last edited 2 hours ago) (1 children)

This is quite literally content in one of the Skyrim mines lmao

They've had me working down here for days now. It's not the time that's getting to me though, it's these tunnels. I've told them countless times now to add extra supports to the weak sections of tunnel.

If only we had more of those wooden beams that we reinforced with bronze bottoms. Honestly, if I hear the earth shift one more time above my head I'll be so stressed I may stop drinking for good. I mean, what's a Nord without his mead?

[–] MaoTheLawn@hexbear.net 11 points 1 hour ago* (last edited 1 hour ago)

that was the one I envisaged lol

And I swear he's got a shit bucket too

nvm actually

same mine different dead end

[–] peppersky@hexbear.net 22 points 2 hours ago (1 children)

with starfield they didn't even bother putting in skeletons

[–] FlakesBongler@hexbear.net 13 points 2 hours ago

Not enough skeletons. Dreck C-

[–] Findom_DeLuise@hexbear.net 14 points 2 hours ago

Oh shit, OOP is the indie dev who is allegedly working on a game called Sheep Lad, which is a souped-up Zelda II: The Adventure of Link-esque Metroidvania with some pretty deep sword fighting mechanics. They've been picking at it for a couple of years now.

[–] Crucible@hexbear.net 36 points 3 hours ago

This guy is implied to have died on the toilet. Funniest shit I've ever seen. Put it in every game 20 times, that'll make it funnier

[–] Cowbee@hexbear.net 29 points 3 hours ago (2 children)

Is it time for more Bethesda slander?! Let's gooo sicko-yes

[–] anaesidemus@hexbear.net 27 points 2 hours ago

"It just works" blob-no-thoughts

[–] huf@hexbear.net 11 points 2 hours ago

the best thing about them is their name. it sounds cool. every game they've ever made was fugly.

[–] FlakesBongler@hexbear.net 22 points 3 hours ago

There are too many skeletons, please eliminate three

PS I am NOT a crackpot