On 16.10.2017 at 6:28 PM, Kylotan said:
To do the same for in-world events, you'd need to devise a mental framework for what form that should take, and only then could you consider a code-based one.
Thinking about it, the term "Dynamic World" might be aiming at something too complex. So let me call it "Dynamic Campaign Framework". I think my initial example was a bad one and therefore I was maybe misunderstood in what I am looking for. Let me try it again, I'll keep it as short as possible.
In a traditional RPG, the player get's thrown into a world under some pretense (story), the goal usually being of eliminating the ultimate Orc overlord or something similar. The simplicity of this logic is obfuscated by a more or less complex story. You then collect weapons/armor, level up, and ultimately become strong enough to face the different challenges all by yourself. When you have ultimately triggered all the necessary events, the game is won - hurrah. This is basically where game development is today and has been for 20 years.
In a dynamic campaign, Orcs and Humans will just do what they do - battle each other. They won't just stand around, waiting to be triggered. Whether the player engages in the campaign himself, doesn't really matter. One could just stand on a hill and watch the war going on. The outcome at this point would be pure RNG. So the player's goal would be to support his faction in winning the war.
This could be done in several, semi-realistic ways:
-
He could sabotage the enemie's supply lines
-
He could join the next assault, hoping to slay an Orc or two
-
He could help with the manufacturing of (advanced) weapons for this faction
-
He could try to find and pay a traitor for information
-
etc.
So the challenge for a dynamic framework would be to simulate two faction at war. There are certain parameters I could think of:
-
Supply. An army needs a constant flow of goods, which is also one of it's weak points.
-
Assault and defense. When a certain amount of supply or troop strength is reached, the faction will carry out an assault. If it is successful, that part of the map is taken. If it fails, the faction will retreat, waiting to re-supply.
-
There could be parameters like loyalty or morale to influence the combat strength of a faction.
The immersion in such a scenario would come from the fact that a player cannot win the war all by himself as usual, which is silly and played out anyway. Instead, all of his actions would have a real effect on the dynamic campaign.
There was only one game I could think of that did this, Falcon 4.
Because it was so difficult to learn and rather sterile in it's looks, it might not have appealed to many gamers. But those who played it know that the level of immersion was hardly ever reached by another game. User InSight nails it pretty well in his comment on GOG: "After all these years, no other sim has come close to the immersion of being a fighter pilot in an ever-changing dynamic campaign, where you see this coordination of different flights and ground forces trying to achieve victory." What it established should have served as a template for all other types of games - be it a military simulator like ARMA, an FPS or an RPG. Unfortunately, that hasn't happended. Instead, we play the same stuff as always, but with better graphics.
The complexity of such a dynamic campaign led me to believe that it might be better to create a framework, so no single company would have to do the job all over again each time they want to create a dynamic campaign game. Orcs could be replaced by T-80's or Reapers and could be rendered by the CryEngine or Unreal, it doesn't really matter.
That's all.