although it’s fine to have different expectations for what we want, I guess
I don’t think having the expectation of “every time I go to a place, the same two NPCs are having the same argument outside” is wildly absurd. Reminds me of Black Desert, one of the major banks had a small child berating a large man non-stop, EVERY DAMN TIME you had to stand at the bank managing your items. It was intolerable.
Alright, but you do realize that specific examples of NPC chatter being poorly implemented doesn’t immediately lead to “AI writing and performing NPC chatter”, right?
Those examples stand out because they’re bad. The arrow to the knee was a tuning issue, not a lack of assets. Getting excessively noticeable repeated chatter in a frequent revisit location is a design issue.
The idea that the frankly atrocious example in the video is the solution to that, instead of the tons of examples of actually good NPC chatter that you near all the time and don’t notice is a bit of a leap.
I don’t think having the expectation of “every time I go to a place, the same two NPCs are having the same argument outside” is wildly absurd. Reminds me of Black Desert, one of the major banks had a small child berating a large man non-stop, EVERY DAMN TIME you had to stand at the bank managing your items. It was intolerable.
Alright, but you do realize that specific examples of NPC chatter being poorly implemented doesn’t immediately lead to “AI writing and performing NPC chatter”, right?
Those examples stand out because they’re bad. The arrow to the knee was a tuning issue, not a lack of assets. Getting excessively noticeable repeated chatter in a frequent revisit location is a design issue.
The idea that the frankly atrocious example in the video is the solution to that, instead of the tons of examples of actually good NPC chatter that you near all the time and don’t notice is a bit of a leap.