Turin Turambar
Member
Alan Wake for me. Best woods ever, so believable. For example the machines that stand there, it just feels right. You can see how much they researched.
Metro 2033
Metro Last Light
Are you people even reading the OP.
Alan Wake for me. Best woods ever, so believable. For example the machines that stand there, it just feels right. You can see how much they researched.
Metro 2033
Metro Last Light
Could you not?
Are you people even reading the OP.
I'm hoping No Man's Sky will deliver on something like this.
What are some games that feel like the worlds "exist" that people go about their daily lives regardless of if you are there to interact with them. Where NPC's have routines and feel like they actually are living their lives in this world as you are passing through. Somewhere that choice matters and your actions do not go unnoticed. Where the world feels realized and just exploring it can be enjoyable.
Ultima VII fits the bill for me, to this day.
What'd he do?
And that's barely scratching the surface. You could be walking and suddenly you hear a bunch of people singing in a cafe, you can walk in and see them all partying with individual animations. Just insane. Even down to the fact that couples associate with each other, if a couple is walking down the street, and you separate them, they will look around and seek each other out before locking arms again and continuing on their day. What other game has ever done this?That said, it's not the crowds that give this game its unusual quality - it's the tiny, intricate, nuanced details of the individuals. It's the gestures of a group of men as they play cards around a table, with a different outcome for every hand that's dealt. It's the fact that every person you come across in Unity is carrying out an action of some kind, and that, the more people you watch and the longer you watch them for, the more the specifics start to stand out. Ubisoft's animators have a fanatical preoccupation with realising the most trivial aspects of each and every NPC's selfdom. Crucially, if you take people-watching to the point of stalking, eventually you will come to realise the significance of what at first appears to be an absurd squandering of art payroll and processing power. Let's hit the streets. A typical day behind the barricades. The first people I meet are two women sitting at a café table drinking coffee in the warm morning half-light. One pours and a little stream flows from the pot. Steam rises from the flow coming from the tilted pot and then from the two cups, once they've been filled. As one of the women tells a story, the other is reminded of some gossip she heard. She interrupts, blurting out her juicy scoop. It must be scandalous because the other woman bridles with indignation. But there's more: the gossiper looks behind her for any eavesdroppers and then gets up from the table, leans over and delivers a really slanderous rumour. She sits back down, rocks back in her chair, looking pleased with herself and then both feign haughty disdain over the whole affair. How many people toiled on this small scene that most players won't even encounter?
Just out of earshot of the coffee drinkers, a man sweeps the street. There are plenty of street sweepers keeping the grime from building up too quickly in the busier areas of Paris, but this man works in a quiet, tree-lined street far away from the worst of the rabble. Proximity to those trees is a bit unfortunate, really as he suffers from hay fever. He switches between sweeping, stopping to sneeze, wiping the sweat and pollen from his face and back to sweeping. Unlucky, mon ami. No matter. The streets are filled with plenty of lowly workers like him. I watch one hammering at a barrel for a while. He rarely does the same action twice, and I'm about to move on when, out of nowhere, he smashes the hammer off his thumb and I wince as he recoils from the pain. He begins to shrink down and and fold up, and then he pushes his thumb between his legs at the knees and shudders as he applies pressure.
How can Oblivion be a living world if each city has max. 20 inhabitants?
GTA V
spoilers, no?
Red Dead Redemption
Every NPC had a little routine it followed in the day and at night. While your interaction was limited to harassing them or saying hello they did real things that you'd expect them to do, and things you didn't. Like taking a puss behind a barn.
The animals all behaved naturally, grazing or hunting. They'd run from you or attack you. But you could just sit back and watch a wolf pack hunt a deer.
Bully
Shenmue
Yakuza
Radiata Stories is the best I can think of here. It has 100 ish unique NPCs that each have their own daily schedule who you can follow around and eventually recruit them for your party.
Obviously I'm a little biased.
Shenmue came out like 4 years earlierGothic 2. NPCs had lives, schedules. They went to work, they went to bed. Stuff that people raved over Shenmue at and it was right here in this janky little niche janky European RPG.
Watch_dogs is definitely not the best game, but I really liked how you could hack cameras and get a glimpse of other peoples life. Also how you could see basic information about everybody - even the npc's you were about to shoot. The game was very voyeuristic in moments.
This. RDR is still the king, imo. I love The Witcher 3, but RDR really feels like you're roaming around small towns with limited people in them. Then the wild life feels like it's hunting you or scared of you. Just epic.
The first game I thought of, and still one of the best in this regard.Ultima VII fits the bill for me, to this day.
Legend of Zelda Majora's Mask, the best one that does this too, in my opinion.
Well even the first gothic did something like that very well.Shenmue came out like 4 years earlier
Sounds like you haven't been playing the Witcher 3.The only real answer in my humble opinion. It creates a world that reacts to your actions appropriately in a way that is only really possible within its framework. Nothing else even comes close to it.
Space Rangers 2
There is a war in the game, and the sides will fight it without you. You may be affected by it, like a coalition taking a stellar system that makes you go around it but then you don't have enough fuel to get to your objective, etc.
Or you can see a gathering of forces preparing a new strike and you can join to them.
Or you can donate money to a research center that will help the R&D department and therefore increase the odds of winning the war against the enemy.
Apart from having normal civilian and traders traffic, pirates, bandits, other bounty hunters like you which you can meet & collaborate, several factions and you have different reputations with each one...
The whole "npcs move around in the day, then go to the bed when night comes" is unsurprising at this point. RPGs with more than 20 years did it.
Legend of Zelda Majora's Mask, the best one that does this too, in my opinion.
Ultima VII fits the bill for me, to this day.
Space Rangers 2
Space Rangers 2
There is a war in the game, and the sides will fight it without you. You may be affected by it, like a coalition taking a stellar system that makes you go around it but then you don't have enough fuel to get to your objective, etc.
Or you can see a gathering of forces preparing a new strike and you can join to them.
Or you can donate money to a research center that will help the R&D department and therefore increase the odds of winning the war against the enemy.
Apart from having normal civilian and traders traffic, pirates, bandits, other bounty hunters like you which you can meet & collaborate, several factions and you have different reputations with each one...
The whole "npcs move around in the day, then go to the bed when night comes" is unsurprising at this point. RPGs with more than 20 years did it.
Came here to post this. No other game can come close to Space Rangers 2 in terms of this.
NPCs with schedules is just fluff, decoration. Its nothing new, or impressive.