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Using Details to Craft a Coherent Game World @ Sinister Design
It's the little things that make all the difference, says Sinister Design, in a new editorial that asks for coherence in the game world:
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some OB mods did this well including, iirc, the well known OOO. I even recall seeing a group of minotaurs travelling with obvious purpose (they didnt seem to take notice of me even when i was within sight range). I followed them out of curiosity and it turned out they were going to another cave/dungeon to fight a group of ogres.
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I think the Gothic series is the closest to a sensible ecosystem I can recall. Fallout also uses reasonably sensible enemies. For me. BG2 still has too much of the random mobs hiding in a dungeon for some unknown reason and there's no real sense of how it all fits together.
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In BG2 you didn't just travel around the countryside killing wildlife to make yourself stronger like in Gothic. A big part of the Gothic games is killing wandering wildlife. |
"Random" has a connotation here that doesn't fit, in my opinion. Would I not not find wildlife - as opposed to monsters - in any forest? I find the placement quite realistic.
I don't mean to suggest BG2 is bad but, for example, take the Windspear Hills dungeon. There are orc archers, then some sort of random monster, then a troll with hobgoblins, then a couple of golems, then vampires, then shadows and a wraith — and then humans. I can accept that trolls like hobgoblins but do they really get along with vampires and spirits? Do the humans at the end of the dungeon really move past all those monsters? It's less of a cohesive ecosystem and more of a selection of challenges as a game. |
This is exactly what i want more. Realistic worlds like those built by origin (We create worlds). I never forget i.e the feeling I got when I first encountered the lizards in ultima underworld. They lived next to fishing lakes and you could try to learn their language and trade with them. Som where hostile but there were peaceful lizards too. You could almost sense that they had somkind of culture there.
Underworlds dungeon was segregated (learned a new word) and thats one of the reasons I liked it so much. While playing the first gothic I hoped it have somthing similar but I didnt find any. Monsters were monsters and humans were humans. Not that the human cultures were interesting. Especially the first village is very memorable. |
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Actually I dont have dins curse but reading about it makes it sound interesting. Apparently it was a gamebanshee runner up of 2010: Quote:
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I get your point about the Windspear area, and agree to some extent. But at least Windspear Hills is supposed to be a far away desolate wilderness, and it's the home of a giant intelligent red dragon's minions who guard his dungeon. OK, it's not realistic… I mean it's a fantasy game after all. But the orc archers and giant killer ostriches aren't just hanging around right outside of town waiting for you to kill them so you can level up. They are part of a story. |
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Anyway, farmers do mention field raiders being a nuisance, for example, and those "bloodthirsty" monsters usually don´t attack humans unless in very close proximity and don´t routinely raid human settlements, as is the case with most of carnivores in real world afaik. Besides, I wouldn´t call scavengers (if that´s what you mean by "ostrich things") exactly bloodthirsty, they´re more akin to vultures I think. Also, the farms are usually supposed to be protected by mercenaries or militia so it´s not like the game doesn´t address potential dangers around. Areas with higher concentration of dangerous monsters are further from the civilization and humanoids you can meet in such areas are usually more resourceful (bandits) or knowledgeable about the wildlife (hunters, the witch). While the game doesn´t really simulate the wildlife relations, you can from time to time see some species fighting between each other. Later the environments become more dangerous (more wargs or dragon snappers), but that´s not the usual state of things and it´s story related. Imo, pretty much the only problem you have here is the scale, but a game with everything "hand-made/placed" simply needs to do this kind of extrapolation/abstraction to be creatable. Even games with a lot of procedural generation do this. Monster placement in G2 is certainly not random. Quote:
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Besides, quite a lot of wildlife is involved in quests directly or indirectly and there are many story related enemy/monster spawns as well. The various relations between wildlife, other enemies and human conditions are even more pronounced in the chapter 2 and basically provide the ground for the bulk of that chapter´s story/quests. |
Heh. I should know better than to offer even minor criticism towards Gothic here…
Field raiders are a "nuisance"? Six foot tall beetles that hang out in groups 100 meters from a farm, which if approached will chase you down and tear you apart? Yeah I guess that's a nuisance. I'd hate to hear what their real problems are. No respawns does make it somewhat more "realistic" than World of Warcraft. And yeah, they add some quests where you interact with the giant bloodthirsty monsters that flock all around the large city. I'm not saying the Gothics are the most illogical games when it comes to this issue, but really… there's a large town and as you say, militia and guards protecting the farmers and peasants from these giant killer monsters which are all about. Then one guy visits the area and can completely wipe them out (until the next chapter). The militia and guards must have been sitting on their hands all this time to let herds of giant killer beetles roam around eating all the crops. What a nuisance! But a good way for a nameless hero to level up. |
You're overanalyzing it big time. We can sit here all day and pick apart illogical monster placements in any crpg. Not every group of monsters in the BG series was "part of the story". Not by a long shot.
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The raiders aren´t "just there" for player as random cannon fodder, they also constitute one of the reasons farmers need protection and on the surface the whole presence of mercenaries is pretty much based around protecting the farms (under the surface however, their presence is more about controlling the resources). Add to that the fact all of´em are just escaped convicts and you may see why their protection is somewhat lenient. The fact you don´t see them protecting the farms in a more active manner may also be more about technical limitations and the game simply "tells instead of shows" here. You do get few quests related to this - you can help one of the mercs to clear a field raiders´ nest and, iirc, if you´re a member of paladins one quest sends you to deal with a field raiders´ raid on one of the farms. Also, the field raiders are among the weakest monsters in the game and they´re definitely weaker than the mercenaries, so no inconsistency here. Quote:
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This issue may be more pronounced in single pc games, but all cRPGs I remember contain this asymmetry (for example in Might & Magic 6 it´s particularly hilarious). Doing so in Gothic at least isn´t exactly straightforward thanks to lack of level scaling or rigid area scaling. Second, G2 happens in times the lands are in major turmoil - the world is full of escaped convicts, the former prison is full of orcs and other main enemy´s minions which progressively leak to the other parts of the world. The militia/paladin faction is weakened cos a good chunk of´em is stuck in the former prison colony and they´re not really selfless anyway, they´re in it mainly for the ore. Mercenaries mostly don´t give a shit - most of them want to leave for the mainland and they´re only protecting the farms for negotiating purposes with the city. And most of the mages are your usual shut-ins. The level of dynamics you imply the game should have wouldn´t probably be possible for technical reasons anyway, but given the game´s story contexts I don´t think there´s really any need for it. The dynamics are mostly in the changes which occur on chapter transitions and quests you obtain throughout. And I have to maintain that the game´s more static aspect aka monster/enemy/npc placement is unusually well thought out from both story and "ecology" standpoints. There´s always a reason why these are where they are and the placement is rarely (if ever) inconsistent with other game´s aspects. The world is supposed to be harsh after all and even more so during the time of the adventure. |
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