For examples of this check out games like Happy Wheels, Portal Knights, or Tabletop games like Dungeons and Dragons.
#Portal knights npc full#
You would have to put some things in place to prevent trolls, I could see someone making a room full of spikes. A lot of player find joy in creating this sort of content. Basically give them a mini level editor to create quests. Let players design the dungeon, enemies, and loot. The first thought I have is give tools to the players who want to create quests. The Fallout 76 team had a similar idea of having the players be the NPCs and the community hated it. I was wondering if anyone could point me in the direction of a game that would come close to this idea? Is it so radical to think that a game and it's questing systems could be completely player driven where no NPC's exist? With VR in particular where games Like VRChat and Rec Room are redefining social interaction, hasn't the time come where we can make questing an interaction between player and player versus player and NPC?
#Portal knights npc drivers#
Nowhere else could I find player characters being the primary drivers of social, economic, and character growth. But with no experience in the field of machine learning, I wouldn't even know where to begin.īut that's when it hit me, why try to create smarter AI when you could just use humans to do the job for you? And so I searched high and low on the internet for any game that may have done this but the only games that came close were EVE:Online, with its player-driven trade market/encounters, second-Life (for the same reason), and maybe Fallout76 with it's lack of human NPC's. Maybe we could have an AI that could process voice chat, analyze what was said and then produce conversation pieces geared toward the quests they are offering. It doesn't allow the player to progress the story in their own way or to have flexible conversations where the quest is defined over the duration of said interaction.īecause of this, I've been taking a look into how machine learning and other forms of AI could allow for a user to receive quest data in more organic ways. Even if a quest has been fully scripted, this form of data transmission is extremely static and inflexible.
Currently, in the field of RPG's in particular, all quests and world interaction is delivered by NPC's or by other objects in the world such as job/killboards. Hey Everyone, this is my first time posting on before so please excuse me if I'm a little green with all of this.Īs VR games become more mainstream and better game mechanics are developed and refined, I've been theorizing about new and interesting ways to create interaction between players and NPC's.