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Talking Head FO4?


montky

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howdy!

 

so, a couple of friends got to talking...

how can FO4 have enhanced RPG elements again?

 

remember the older games,

where you could actually type things to NPCs or,

talk to characters, and had more than 2 paths to branch to?

when there was a karma system and faction ratings and all?

the makers mapped out a whole bunch of different choice-space,

and it was non-linear, with lots of varying playstyles and options.

 

lets talk pipe-dreams a little, what might be possible?

after all - FO4 is now also VR capable!

imagine - AGIXML for the roleplaying characters...

imagine, being able to use voice-to-text, AND VR,

to be able to 'talk' to the in-game characters...

(sounds a little like Fable 2/fable 3 hehehe).

maybe even limited learning AGI to weight the underlaying gridsquares -

better than the present AI in FO4 or so...

--(nb; I love bethesda, and obsidian etc, I don't mind the present state of AI, considering how huge a sandbox persistent universe game is they've got going!)

 

enter - AGIXML!

some Cogwerks people, some googler people and some IT folks from the freethinker club,

they got to talking about how it might be possible to implement.

So, I'm wondering of other modders out there...

how would you go about implementing AGIXML as the input window for characters?

 

I'd gladly take a slight drop in visual performance,

in exchange for

more RPG elements in the game, and a longer lifespan of the game or DLC.

 

its a win-win:

if an AGI contractor teamed up with bethesda,

and the playerbase crowdfunded it,

we'd be helping support actual AI projects -

it's very Heinlein 'pay it forward' huh?

 

-----

it can be pretty resource intensive...

especially, if its floating point + hexadecimal... some hashing table would be a nasty ticking overflow error waiting to happen...

though, we could do say 20 or 30 possible response archetypes in each character's folder.

random NPCs have maybe 8 each, and there are 12 archetypes in the game.

heroic characters would have more...

 

the user can input certain strings of a certain length...

and 'converse' with the character.

 

it is then parsed through a chomsky-schutzenberger matching algorithm...

we put a valid sentence structure in,

and then see what the users generate.

 

A bethesda-side thing, could then interact (the games master), or an AI games master at bethesda or somewhere else... and alter responses from that.

eg - if you type nothing but obscenities, raiders will respond in kind,

but other characters will have a problem and won't allow you to shop,

or they may turn hostile...

it would allow bethesda to generate data on the fly, for game events and so on...

kinda like how Telltale games is able to show audiences what most users did in their playthrough...

house writers and so on...

 

similarly, characters such as takahashi can have

MCMC or a random text generator from a 'word-bank' -

he says random incoherent text strings, regardless of user input.

--- obtaining a sound-board of the protectron could make that automated...

 

Fallout is already fairly engrossing though,

so such a hypothetical game would need 2 new warnings -

warning - potential datamining

warning - users do not interact with other people - the NPCs are not real people hehehe.

 

 

---------

what do you think?

did you like the RPG 'talking heads" elements from previous FO games?

how would you increase the RPG elements in an FO game or FO4?

do you think AGIXML could be interoperable with the FO4Geck?

or, would py and papyrusAGI be a better way to achieve interoperability within the Unity framework?

 

how would you implement some AGIXML concepts for testing?

 

///end fanperson rant

thanks for reading!

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