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What are examples of games with "living breathing worlds"

Harmen

Member
I know OP is probably aiming for something else, but I think these are the most.

The Bethesda-type of RPG's, especially Fallout New Vegas. Not only is the world vast, the characters seem to have their own personalities with their own routines and your interactions with them often have impact (moreso than the Bethesda games, but those games have this as well). There are countless of random events and interactions between characters and the world. I think the reason these games are often so buggy is partly due to this complexity.

Also, Metal Gear Solid 3 and GTAV feel very alive in different ways.
 

Arulan

Member
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.

I think there are several elements which can go intro creating a convincing "secondary world", but some hold a larger weight than others.

Speaking of NPC routines, Oblivion advanced quite a bit on that front. NPCs had dynamic schedules to keep involving daily activities, sleeping, traveling, etc. It didn't live up to the "Radiant AI" that was touted in the early PR talks, but it was an improvement over the mostly-stationary NPCs of Morrowind. That said, why is it that Morrowind is constantly brought up and praised for its world and Oblivion isn't? Because Morrowind was a success in world-building, one that hasn't been repeated in subsequent Bethesda titles. The amount of detail put into the world is fascinating, from the culture, alienation of foreigners, imperial aggression, religious backgrounds, clothing, language, etc. Most games only put enough detail to fool your initial superficial view of it, but here is an example of a game which put world-building as its first pillar of design, and even though many would overlook it, it's there, and rewards scrutiny from the player. This image is a good summary of some of the minute details present:

ibj3sbf1ncpzp55upy8.jpg

Ultima VII fits the bill for me, to this day.

A great example, and one which in many ways has yet to be surpassed.
 

Zakalwe

Banned
More in line with what the OP wants.

TW3's sense of place is unrivalled imo, it truly feels like a living world.

It might not have the most complex NPC behaviours, but it does have some very nice subtle persistent elements.

For example (mild spoilers) a certain quest has you converse with a women about feral children stealing hens from her stock. Resolve the quest and
you're given the option to suggest she take the children in. She'll tell you she'll think about it.

Come back in a few days and you'll see the children happily scurrying around her yard.

The game has lots of these scattered throughout. Also little touches such as roaming merchants.
 
The environments in Evolve are quite alive. I know in my many hours of playing I have come across herds of animals moving from location to location, packs picking off smaller weaker species, two brutes battling over turf, and more. I haven't yet seen animals hunting others for food, but I know that the devs created a large ecosystem for the hunt to take place in, and it certainly is alive and well with or without your involvement.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
AC:Unity and Witcher 3 are both what the standard for me in terms of believable living breathing worlds. I mean just some of the stuff that you'd never notice in Unity especially.
http://www.eurogamer.net/articles/2...d-unitys-bugs-lurks-a-surprisingly-human-game They legitimately made a city.

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.
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?

Then the Witcher 3 comes out of nowhere with the most cohesive world i've ever set foot in. Never before have I felt like I was truly riding across the country side, and you find all this little stories which lead to quests. You actually feel like i'm in this region, and then you go to another equally big region with it's own fully realized culture that's very different from the other region in the game. It's insane.
 
I'd nominate Trails in the Sky. It doesn't have an elaborately crafted, visually ambitious, townspeople walking around everywhere open world like many of the mentions here, but what it does have is excellent writing. Each of the many NPCs has their own personality and their own stories which steadily unfold as the game progresses. It's one of the rare RPGs I've played where it doesn't feel like the world revolves around you. People have their own lives to live completely separate from your agency and intervention, whether it be a wife who picks up her husband's hobby of fishing to get back at him for spending so much time away from her, or a shopowner touring the country researching how different regional shops operate. Even when the national newspaper reports on events you were involved in, it never mentions you but instead focuses on the more important and famous entities who were involved. It's a prime example of how carefully planned writing alone can create a world that feels alive, a world that doesn't stop at the boundaries of the game, a world that you can fully immerse yourself into.
 

Zakalwe

Banned
Far Cry 3 also has some great moments where the NPCs and wildlife interact.

Can occur anywhere in the open world. Stalking an outpost silently only to turn a corner and see a sly tiger with the same idea. Your plans can go to hell in an instant, it creates some unique gameplay moments.
 

EGM1966

Member
STALKER franchise is best for me.

RDR, Oblivion, Skyrim, Morrowind, Deus Ex and others also do a very good job too.

But nothing beats STALKER. The day/night cycle, the random events that require you to handle them (for example the radiation storms where you have to find a safe haven). It not only feels alive but randomly alive (and not in a glitchy manner - well not these days!) with the real sense you're just there, an individual cog with everything going on around you whatever you do.

Metro games are also very good but they're much more linear than STALKER.

I'd love a game that really went with this in terms of ditching having a central plot at all and just gave you a living breathing world and various "options" to do as you please.
 

Alebrije

Member
The problem with The Witcher 3 is that once you go underwater you barely see a living world, in fact its just an empty mass of water with only some random fishes and little enemies.

In fact most of open world games lack in that area.

Also animals in the Witcher behave very bad , you can see deers near the towns among the people NPC, rabitts that do not move when you are near , etc. Wolfs near deers that do not attack them.

Red Dead Redemption is a better example for what OP is asking.
 

Psoelberg

Member
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.
 

DryvBy

Member
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.

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.
 

Roubjon

Member
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.
 

Steel

Banned
Mount & Blade does this pretty well. Bandits wander around raiding villages, and caravans and killing peasants without you. NPC lords compete in tournaments, gain favor with noble women, start and end wars without you doing a thing.
 
Splatoon's hub world really seems like my classroom with all the hipster clothes and dank meems.

But for real? Probably not an answer you're looking for, but Roller Coaster Tycoon - after the initial step you can build a park and just see how people interact with it through its lifetime, without interfering. They are gonna mess up your paths, each will follow a different line of thought with likely differents walks of life.
then you name the guests and watch as Bobby Johnny goes outside the edge of the map back to his house in another state
, if you don't drown Bobby Johnny first

Bully
Shenmue
Yakuza

Gonna agree with Bully.
 

Onyar

Member
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.

I didn't know this game, I will give it a try.

On the thread topic I will say Skyrim was one of the best that I had played until Witcher 3 came out.
 

Mr-Joker

Banned
I haven't played it but from what I have seen Pokémon Snap had a living breathing world.

I also kinda want to say that the Main series had a living breathing world.
 
Red Dead Redemption and GTA V. No one can do open-worlds like Rockstar imo. The attention to both visual and audio detail in GTA V especially is astonishing. Especially in areas such as Franklin's neighborhood, Sandy Shores, and Downtown LS. Sometimes I would just walk around in that game for easily few hours just exploring and getting immersed.
 

Desi

Member
I always felt The Elder Scrolls oblivion had a well designed world. When you take schedules into account: loved when they sat down to eat breakfast or an NPC could permanent die from random bad it attacks (ok not that)
 
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.

Until you hack into someone's phone and realise that what they were saying beforehand does not match with what the hacked call is playing to you. Instant immersion-breaker. Missing little details like that is why Ubisoft aren't on the same level of Rockstar when it comes to open-world games.

Rockstarfanboyrant/
 
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.

Right. I think the style of the game went hand-in-hand with the hardware and tech.

For instance in GTA, you have a city setting, and you would expect hundreds, even thousands, of people. But technically, that's just way too difficult and intensive. But in RDR, populating those little towns is easy, and fits perfectly with the time and setting.
 

Jamix012

Member
Legend of Zelda Majora's Mask, the best one that does this too, in my opinion.

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.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
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.
Sounds like you haven't been playing the Witcher 3.
 

GDGF

Soothsayer
Space Rangers 2

space_rangers_04c_reduced.jpg

space_rangers_03c_reduced.jpg


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.


Now I want to play this.
 

Wavebossa

Member
Legend of Zelda Majora's Mask, the best one that does this too, in my opinion.

This best exemplifies the OP out of all the games I've played. And honestly, it is for this sole reason that I consider it the best Zelda game ever. You get invested in saving the people of Termina because they actually have lives and stories of their own.
 

Impala26

Member
Not a single mention of Spore?

While it did not meet the vast expectations fans were looking for, it did still manage to house an entire galaxy of procedurally and user-created creatures, plants and planets.
 
For singleplayer I'll say STALKER, bandits and shit are happening whether you're around or not, you can hear bandit quarrels in the distance, etc. Shit is just happening with no player around or involved.

In terms of a virtual world that accurately mimmicks out own in terms of everything? EVE Online. From politics, wars, economy to even player-run freight services exist. There is no freight/item delivery in the game for modules and ships, so due to the nature of player-driven sandbox mmorpg, players created corporations where other players roleplay/play as freight "space truckers" using freighters that can carry a lot of modules/ships.

So what players do if they can't don't have their own freighter, don't have a pilot trained to fly one or just don't want to bother at all, you can send in contracts to these corporations for deliveries, you can say "deliver my items from station a to b", send in contract, and these items are picked up and delivered, it's a courier service entirely run by players, no game design intentionally did it, just the tools/features in the game. They even have special types of orders you can fill if you need a jump freighter to do a quick delivery or deliveries into low-sec or null-sec systems. Thus players who might do regional trading in 0.0 alliance hubs don't need to risk their own freighters and hire a courier service instead, or instead of using their own freighters for inter-regional trade hub transport of items.

The game's so huge with all 60k+ people online all in one world/server that it feels like the largest game ever made and a truly "living breathing world" since there's so much going on around the cluster of the game, civil wars amongst the russian bloc in 0.0, wars going on small japanese groups, then big wars amongst the major alliances and how that affects the global economy of the game. Also small corps just minding their own business doing some mining for their industry line in maybe a larger alliance and that being dragged into some other war that they need to supply ships/modules for, shit is just always happening. It's why I love the game, in terms of real players, it's definitely the most alive virtual world thanks to the well designed sandbox player-driven nature of the game that enables it by CCP.
 

Doc Holliday

SPOILER: Columbus finds America
I get that vibe from Shadow of the Colossus, all the colossi are just chilling until you disturb them. Everything just felt really natural.
 
Space Rangers 2

space_rangers_04c_reduced.jpg

space_rangers_03c_reduced.jpg


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.
 
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