

There are only so many hours one can spend playing the game before the illusion wears off and the recursive Groundhog Day reality is exposed. Over the course of the 200+ hours I’ve spent playing the game, the only unusual RAI behavior I can readily recall witnessing is a battle to the death between two archers in a forest. Why? NPCs from the local skooma den were trying to get their fix, didn't have any skooma, and were killing the merchant to get it!Īfter reading of these past incarnations of RAI, it feels like the NPCs in the release build of Oblivion have been lobotomized. During testing, the NPC would be dead when the player got to him. Designers need a certain amount of control over the scenarios they create, and things can go haywire when NPCs have a mind of their own.įunny example: In one Dark Brotherhood quest, you can meet up with this shady merchant who sells skooma. Other times, it's so unexpected, it breaks stuff. So a lot of the time this stuff is funny, and amazing, and emergent, and it's awesome when it happens. Imagine playing The Sims, and your Sims have a penchant for murder and theft. Again, why? Because sometimes, the AI is so goddamned smart and determined it screws up our quests! Seriously, sometimes it's gotten so weird it's like dealing with a holodeck that's gone sentient. In some cases, we the developers have had to consciously tone down the types of behavior they carry out. Oblivion game designer Emil Pagliarulo described some of this bizarre and remarkable behavior (as did a few others): But there was a period during the game’s development that RAI had more liberty to act on impulse and react to a personal motivation. Players seldom witness these behaviors, since they are always being procedurally generated throughout the game’s world. However, RAI can sometimes influence an NPC to step out of their role and exhibit some unusual behavior that is motivated by a particular goal or a response to another agent. Citizens: Simply live in the world and commune with the player and other NPCs.Merchants: Constitute the in-game economy by offering paid services to the player and other NPCs.Quest-essential characters: Issue vital directives or items to the player that are needed to carry out a mission.Allies: Characters who defend you or work toward defeating a mutual threat.Aggressive enemies: Usually creatures that attack the player on-sight.

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