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Living world?

living world eternity

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41 replies to this topic

Poll: Living world? (248 member(s) have cast votes)

What do you think about "living world" in PE? Namely, should the NPCs go to bed at night, do some work during the day, etc.?

  1. No, "living world" should not be implemented: implementing it would divert too much resources from other parts of the game (33 votes [13.31%])

    Percentage of vote: 13.31%

  2. Yes "living world" should be implemented, but to a very limited extent (e.g. implement going to bed, but not workning during the day), to save resources (62 votes [25.00%])

    Percentage of vote: 25.00%

  3. Yes, "living world" should be implemented, to a considerable extent, with at least NPCs going to bed at night (and they should use blankets!) and performing some work during the day, but still not too much resources should be spent on this (108 votes [43.55%])

    Percentage of vote: 43.55%

  4. Yes, "living world" should be implemented, in as detailed way as possible (35 votes [14.11%])

    Percentage of vote: 14.11%

  5. I don't care (10 votes [4.03%])

    Percentage of vote: 4.03%

Do you think that there should be a stretch goal for "living world"?

  1. No (127 votes [51.21%])

    Percentage of vote: 51.21%

  2. Yes (34 votes [13.71%])

    Percentage of vote: 13.71%

  3. I don't care (87 votes [35.08%])

    Percentage of vote: 35.08%

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#1
jerf

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I don't think I've seen a specific poll on the subject, thus I'm making a new one. So, what do you think about "living world" in PE? Namely, should NPC go to bed at night, perform some work during the day, go on travels, etc?

#2
Krios

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I am okay with the idea, but this is not another Elder Scrolls game. A lot of times I see the term 'Living World' the terms 'Bethesda', 'Elder Scrolls' float up. The old IE games were not living worlds, and if we are to stay true to that formula, then I am thinking we should go light on the Living World feature or even avoid it altogether.

#3
Nonek

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They had them twenty years ago in Ultima, don't see any reason why a modern isometric game can't have them, it only adds to the believability of the setting. It's also a great opportunity, to watch targets, to stage break ins under cover of night etcetera.

#4
Zed

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NPC should have two states:

a) where they are during day (out working? at a market stall?)
b) where they are during night (indoors? graveyard? watching a street corner?)

Time should pass by traveling from zone to zone, or by sleeping. or waiting.

heeey- Just like the IE games! ;)
  • Jaesun, nikolokolus, WDeranged and 4 others like this

#5
Bill Gates' Son

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Even in the IE games, people go in their houses at night to sleep. So some form of scheduling should be in the game.

I would like to see somethings, like NPCs and monsters who only appear at night (which is simple enough to do).
  • Calmar likes this

#6
norolim

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There were many traditional RPGs thath had a simulation of a living world - NPC schedules. The earliest I can think of atm is The Magic Candle from 1989. But there were probably earlier ones too. And it doesn't have to be a sandbox game to have such a cycle. I would be a welcme feature in PE. But i can certainly live without it.

#7
Hassat Hunter

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The Witcher 1.

But yeah, I would prefer just a "day" position/activity and "night" position/activity, especially in the cities. Anything besides that isn't required.
  • Fimbul likes this

#8
Tychoxi

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I didn't vote.
I mostly want "special" things to occurr wether its day or night. I don't really care to see NPCs going to work or home, it's kinda annoying when you want to find *THAT* NPC and he's not on his spot. I guess my preferred thing would be shopkeepers to lock the shop (or close the tent!) and go to bed, a bed that should be right there in another room of their shop (or next to the tent!), and then also to have some quests or NPCs to only appear during certain hours of the day.

#9
romka-unknown

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Yes "living world" should be implemented, but to a very limited extent (e.g. implement going to bed, but not workning during the day), to save resource
The most suitable option for the isometric RPG. It's not the Elder scrolls =).
  • Fimbul likes this

#10
Jasede

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Would be cool; don't have the time/money.

#11
harhar!

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Yes put it in. It's a clear weakness of all RPGs that aren't Gothic.

#12
Jasede

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Gothic wasn't that great in this regard. Nothing ever topped Ultima 7. But of course it was better than nothing, which makes it better than most other games.

#13
CheeseGraterSuicide

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It would at least be nice if NPCs went to bed at night. I typically play rogues, and it's fun to do a little burglary while everyone is asleep.

#14
norolim

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Yes "living world" should be implemented, but to a very limited extent (e.g. implement going to bed, but not workning during the day), to save resource
The most suitable option for the isometric RPG. It's not the Elder scrolls =).


Both the Witcher games aren't Elder Scrolls either. Nor are they sandboxes. And both have one of the best living, breathing worlds I've seen in RPGs.

#15
Fimbul

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What's wrong with the way it was in earlier IE games? It's dark, people go inside - some sleep, some roam the streets at night, some begin to work, some inns are even more crowded than at daytime. I don't need the NPCs to go shopping for milk and cheese, I'm okay when they behave slightly different night and day. But don't get me wrong, I also don't mind if there is more. I'm just a little concerned about how much effort it would take in comparison to things I deem more important.

#16
simon_templar

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Travelling traders from town to town with some extra stuff would be great, and also other travelling NPC. This would open way to some interesting quests.

Edited by simon_templar, 20 October 2012 - 01:13 AM.


#17
UncleBourbon

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Travelling traders from town to town with some extra stuff would be great, and also other travelling NPC.


I am all for it so long as it doesn't suffer from the Fallout 3 case of some nice quests and equipment never being found because merchants wandered into deathclaw territory and being made mincemeat.

#18
moridin84

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Hmmm, games with "living worlds" are generally sandbox games right? Project Eternity isn't going be one of those so I don't think it is needed.

#19
Infinitron

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Living worlds are nice, but they've never been a part of Obsidian's design philosophy.

#20
HansKrSG

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I am okay with the idea, but this is not another Elder Scrolls game. A lot of times I see the term 'Living World' the terms 'Bethesda', 'Elder Scrolls' float up. The old IE games were not living worlds, and if we are to stay true to that formula, then I am thinking we should go light on the Living World feature or even avoid it altogether.


Although the IE games didn't have this, the Elder Scrolls ceirtanly didn't start it. Ultima 7 from 1991 had a living world, where people slept at night and did chores at day. I am sure there are others, just using it as an example. Having people not loitering at the same spot day and night would benefit the game, and I am sure it can't be that hard to code(?)

And to moridin84: Ultima 7 was not a sandbox game, though you could move freely in the world, there was a strong plot and story.

Edited by HansKrSG, 20 October 2012 - 03:20 AM.






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