The Wayward Realms - Daggerfall successor in development by the minds behind said game

  • 🇵🇦 Nuestro primer dominio localizado está en español en kiwifarms.pa. Our first localized domain is on Spanish on kiwifarms.pa.
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try and balance this they talk about how they're trying to model different houses and different buildings and locking them behind the NPCs profession, which should be basic stuff but is harder if youre doing all of this proccedurally generated, basically the house should reflect that the person inside is a farmer or a fabric merchant, or a armoursmith etc. etc.
They talk about their crowd system that tries to keep in memory NPCs schedules, based around their work and their status as well as their disposition and immediate goals, basically a more robust version of Oblivion NPCs, this shouldn't be that exciting except that aside from Oblivion, nobody else really does it, even Bethesda killed their NPC schedules in the later games. They also talk about how NPCs exist outside of Towns and how those are still kept in the world.
After this they talk about the conversation system, and how the NPC characteristics directly affect their manner or speech, their current place in the world and their disposition. This is the bit that has me a lot more interested and shows how deep they are taking their RNG as they show the table of possible traits NPCs can have and it's quite expansive, with their conversation system being expansive. The only problem for me in all of this, is that the NPCs talk like retards trying to cosplay old timey Middle Ages stooges, it's really silly.
Here is that said chart.
I'm sorry, but who gives a shit? Unless any of those systems heavily interact with ordinary gameplay, it's wasting a lot of time in a feature that might get 20 seconds in a YouTube review.
For example, having houses you can enter is pointless for anything that isn't quest related (and makes finding specific houses a nightmare). Day to day schedule makes finding specific NPCs unnecessarily annoying. Being able to speak at length to NPCs means it's hard to know if you are speaking to an important character or another background villager.

they concede that generating towns makes them really hard to navigate
If you've ever been to a European village you know they can be a chore to navigate, and that's why it's usually 1% of the size of an actual village.
 
For example, having houses you can enter is pointless for anything that isn't quest related (and makes finding specific houses a nightmare). Day to day schedule makes finding specific NPCs unnecessarily annoying. Being able to speak at length to NPCs means it's hard to know if you are speaking to an important character or another background villager.
putting on my rainbow cap for a moment it could be a bit like the 4-6 Ultima games where you'd go into a town with just an extremely vague goal and start talking to people to try and figure out who's what and how that could help you with your goal.
Taking off that cap, I can't see it working with procgen.
 
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