May 2004
- Thief class (was: MUD-Dev Digest, Vol 11, Issue 23) Ghilardi Filippo
- Levels, classes and choice cruise
- Levels, classes and choice Sean Howard
- R: Playing catch-up with levels Ghilardi Filippo
- R: Levels, classes and choice Ghilardi Filippo
- R: Levels, classes and choice Byron Ellacott
- What is an RPG? [Was: Playing catch-up with levels] Sean Middleditch
- What is an RPG? [Was: Playing catch-up with levels] Darksuit
- What is an RPG? [Was: Playing catch-up with levels] Sean Middleditch
- What is an RPG? Mike Rozak
- What is an RPG? Threshold RPG
- What is an RPG? Byron Ellacott
- What is an RPG? Amanda Walker
- More on levels, was What is an RPG? rick cronan
- More on levels, was What is an RPG? Mike Rozak
- More on levels, was What is an RPG? rick cronan
- More on levels, was What is an RPG? Byron Ellacott
- Playing catch-up with levels Freeman, Jeff
- SOC ANNOUNCE: Research project into Social Interactions in MMORPG field, need help PMooney@peddie.org
- Multiplayer Game Logic System sszretter
- Multiplayer Game Logic System Douglas Goodall
- Multiplayer Game Logic System Mike Rozak
- [SOC] A letter: Dear MMOG Corey Crawford
- Playing catch-up with levels Sean Howard
- Playing catch-up with levels Freeman, Jeff
- More on levels, was What is an RPG? Mike Rozak
- More on levels, was What is an RPG? Jeff Fuller
- More on levels, was What is an RPG? Mike Rozak
- Reminder: Community Work Symposium - May 21 T.L. Taylor
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Amanda Walker
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Alex Chacha
- DESIGN: Online adventure games Ola Fosheim Grøstad
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Jason Downs
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Malcolm W. Tester II
- DESIGN: Online adventure games J C Lawrence
- DESIGN: Online adventure games Malcolm W. Tester II
- DESIGN: Online adventure games Fred Snyder
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Fred Snyder
- DESIGN: Online adventure games Steven King
- DESIGN: Online adventure games Amanda Walker
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Alex Chacha
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games Malcolm W. Tester II
- DESIGN: Online adventure games Tracy Lee
- DESIGN: Online adventure games Mike Rozak
- DESIGN: Online adventure games J C Lawrence
- DESIGN: Online adventure games Malcolm W. Tester II
- MEDIA: Puzzle Pirates wins Webby J C Lawrence
- NEWS: Online Economies Brian Thyer
- IRC Channels for Virtual Worlds Discussion Matt Wilson
- Natural Language Generation Tiago Carita
- Natural Language Generation Eric Rhea
- Natural Language Generation Douglas Goodall
- Natural Language Generation Hans-Henrik Staerfeldt
- Natural Language Generation mugginsm@under-the-fridge.com
- Natural Language Generation Michael "Flury" Chui
- Natural Language Generation Sean Middleditch
On Thu, 2004-06-03 at 02:09, Michael "Flury" Chui wrote:
> --- mugginsm@under-the-fridge.com wrote:
>> My view is that merely attempting to make an NPC pretend to be a
>> human is what frustrates players. In a text based game, it's not
>> like a room description is trying to fool the player into
>> thinking they're actually there. A game sword doesn't trick the
>> player into believing they *really* have a sword. So why should a
>> computer controlled character necessarily try and fool the player
>> into thinking there's real intelligence there?
> If it succeeds in "fooling" the player, then there IS intelligence
> there.
Pointless arguing of semantics... you know what the original poster
meant. Real human player "intelligence." (I use that term loosely,
given my experience with most MUD/MMO game players.)
>> To me, an NPC that I can interact with in a consistent manner
>> (not spending hours guessing the synonym that triggers quest
>> information or finding the one NPC that is actually interactive)
>> to perform game actions *in game terms* is just right.
> What if there's a player sitting there amusedly watching you guess
> synonyms until she decides to let you have your quest? What's the
> difference?
For one, very few players do that. Mostly because it's irritating,
not fun, and not very realistic (again, because people don't usually
do that kind of crap). Just like players that only accept
specifically formatted "input" are rare, so are those that just scan
for keywords. Given that you'll be mimicking one or the other with
an NPC, you might as well go with the simpler and less frustrating
of the two. Or, better yet, make an attempt at both.
>> An NPC barkeep that can divulge information, or that regulars can
>> ask to throw irritating customers out of the bar, or that can
>> pass messages on to other regulars is just fine. Give it a
>> consistent interface:
>> "ask barkeep to <action>"
>> "ask barkeep about <thing>"
>> for example, and it works. Some MUDs do this quite well already
>> with individual NPCs, but the interface needs to be more
>> consistent across all of them.
> You should be able to do that for players, as well. The recipient
> would be told, "You were asked to <action> by <person>."
Agreed.
>> The moment it breaks immersion and becomes frustrating and
>> annoying is when the NPC tries to *fool* me into thinking it's
>> human. Because it can't. Not this decade, anyway.
>> I think NPCs are excellent game resources, but trying to make
>> them "real" is actually counter productive.
> It's really a matter of priorities. If you're looking to get a
> game on the market that will be fun and immersive, then sure,
> spending time on quality AI is counter-productive. But if you're
> trying to find a next step to take, i.e. you're an Explorer rather
> than an Achiever ;), then I feel it's a worthwhile area to look
> into, because AI has that much potential.
AI has a lot of potential for all players, depending on which parts
of the AI you're focusing on. Even in simple games with little to
no direct interaction (information interchange) with NPCs a decent
AI in terms of reactions to environment or life conditions can be
very entertaining and bring the world to life. Seeing towns people
mass when someone starts shouting religious statements in town
square, seeing forest animals run on site, and so on.
Games like Gauntlet (probably the least AI in any game there is that
actually has AI; it's just "move in straight line towards player and
attack when in range" for the vast majority of monsters) get boring
very, very, very quickly.
--
Sean Middleditch <elanthis@awesomeplay.com>
AwesomePlay Productions, Inc. - Natural Language Generation blizzard36_2002@yahoo.com
- Natural Language Generation Steven King
- Natural Language Generation Michael "Flury" Chui
- Natural Language Generation Sean Middleditch
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Robert Zubek
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Malcolm W. Tester II
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) J C Lawrence
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) J C Lawrence
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Brian 'Psychochild' Green
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Freeman, Jeff
- believable NPCs (was Natural Language Generation) Robert Zubek
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Samantha LeCraft
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Douglas Goodall
- believable NPCs (was Natural Language Generation) Hulbert, Leland
- believable NPCs (was Natural Language Generation) Samantha LeCraft
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Paolo Piselli
- believable NPCs (was Natural Language Generation) Matt Mihaly
- believable NPCs (was Natural Language Generation) Daniel.Harman@barclayscapital.com
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Daniel.Harman@barclayscapital.com
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) J C Lawrence
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Byron Ellacott
- believable NPCs (was Natural Language Generation) John Buehler
- believable NPCs (was Natural Language Generation) J C Lawrence
- believable NPCs (was Natural Language Generation) John Buehler
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Eli Stevens {WG.c}
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Sam Mason
- believable NPCs (was Natural Language Generation) John Arras
- DGN: Rooms, Directions, etc. - any alternatives? Skane2004@aol.com
- DGN: Rooms, Directions, etc. - any alternatives? Malcolm W. Tester II
- DGN: Rooms, Directions, etc. - any alternatives? Otis Viles
- DGN: Rooms, Directions, etc. - any alternatives? Sarah J. Blake
- DGN: Rooms, Directions, etc. - any alternatives? Kwon J. Ekstrom
- DGN: Rooms, Directions, etc. - any alternatives? Fred Snyder
- DGN: Rooms, Directions, etc. - any alternatives? Zach Collins {Siege}
- DGN: Rooms, Directions, etc. - any alternatives? Sean Middleditch
- MEDIA: Virtual Dopers Crave High Scores J C Lawrence
- MEDIA: Virtual Dopers Crave High Scores David Kennerly
- MEDIA: Virtual Dopers Crave High Scores David Heyman
- believable NPCs (was Natural Language Generation) Matt Mihaly
- believable NPCs (was Natural Language Generation) Malcolm W. Tester II
- DESIGN: Crime and Punishment Matt Mihaly
- DESIGN: Crime and Punishment J C Lawrence
- DESIGN: Crime and Punishment Ghilardi Filippo
- believable NPCs (was Natural Language Generation) Daniel.Harman@barclayscapital.com
- believable NPCs (was Natural Language Generation) Freeman, Jeff
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Douglas Goodall
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) John Buehler
- believable NPCs (was Natural Language Generation) Freeman, Jeff
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Freeman, Jeff
- believable NPCs (was Natural Language Generation) Matt Mihaly
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Tracy Lee
- believable NPCs (was Natural Language Generation) Matt Mihaly
- believable NPCs (was Natural Language Generation) Michael Sellers
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Matt Mihaly
- believable NPCs (was Natural Language Generation) Amanda Walker
- believable NPCs (was Natural Language Generation) Freeman, Jeff
- believable NPCs (was Natural Language Generation) Mathieu Castelli
- believable NPCs (was Natural Language Generation) Mathieu Castelli
- China practically bans online gaming? Sulka Haro
- China practically bans online gaming Sulka Haro
- SOCIAL MEDIA: California Law Review: The Laws of Virtual Worlds J C Lawrence
- playing the mob (was: believable NPCs) ceo
- BIZ: Ban selling of in-game items for real cash? Yumiko
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? John Buehler
- BIZ: Ban selling of in-game items for real cash? vlad cole
- BIZ: Ban selling of in-game items for real cash? Brandon J. Van Every
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? Brandon J. Van Every
- BIZ: Ban selling of in-game items for real cash? Tess Lowe
- BIZ: Ban selling of in-game items for real cash? Kwon J. Ekstrom
- BIZ: Ban selling of in-game items for real cash? Tess Snider
- BIZ: Ban selling of in-game items for real cash? Kwon J. Ekstrom
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? Peter Keeler
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? John Arras
- BIZ: Ban selling of in-game items for real cash? Kwon J. Ekstrom
- BIZ: Ban selling of in-game items for real cash? Matt Mihaly
- BIZ: Ban selling of in-game items for real cash? Tess Lowe
- BIZ: Ban selling of in-game items for real cash? Matthew Mihaly
- BIZ: Ban selling of in-game items for real cash? Daniel.Harman@barclayscapital.com
- BIZ: Ban selling of in-game items for real cash? Kwon J. Ekstrom
- BIZ: Ban selling of in-game items for real cash? Malcolm W. Tester II
- BIZ: Ban selling of in-game items for real cash? Matthew Mihaly
- BIZ: Ban selling of in-game items for real cash? Malcolm W. Tester II
- BIZ: Ban selling of in-game items for real cash? ghovs
- BIZ: Ban selling of in-game items for real cash? ren@aldermangroup.com