View Full Version : Immersion - Enhancing PvE with DPCs
SiskoBell
08-30-2008, 08:18 PM
A couple of thoughts.
From my (admittedly limited) experience in MMOs, NPC are quite boring. Obviously they can't be expected to do much in the game. But more than that, they have no sense of the "universe" around them. If not now, perhaps in the future Cryptic might utilize dynamic NPCs ,or rather Dynamic Player Characters, in STO.
General Characteristics:
DPCs should have basic AI abilities to enhance their realism. This would provide for a more enjoyable PvE experience. These characteristics would include:
Memory
Personality
Motivations
Goals
Memory: DPCs would possess a long term memory. The DPC would be able to recall every interaction with the various players with which it comes into contact. During subsequent meetings with a particular player, the DPC would react based on the previous encounter. The DPC would also be aware of major events in the galaxy, on its world, with its species, and within its immediate group.
Personality: DPC interactions would be colored by a personality script. The personality of each DPC would be randomly generated, but based in large part on a set of species or group characteristics. The dialogue and actions of the DPC would reflect its personality. A Klingon DPC would naturally be aggressive and belligerent, but might also have a good sense of humor.
Motivation: This provides a reason for the DPC to act as it does. Each DPC would have certain motivations that would direct their interactions with players. A Ferengi DPC obviously is motivated by wealth. But its other motivations might be political power. Or in the case of Nog from DS9, to use its skills for something more than the pure pursuit of profit.
Goals: DPCs would also have a set of goals from which they'd act. These goals would be both long term and short term goals. As the game progressed, DPCs would alter their location and circumstance as they traveled the galaxy in pursuit of their goals. Along the way, players would find that the DPC had actually "evolved" since they last interacted, for the better, or for worse.
Story Arcs:
By using smarter NPCs, or DPCs, more dynamic and exciting story arcs are possible. The game also provide a deeper level of immersion for the player. Specifically, DPCs would allow players to be able to engage in PvE scenarios that are unique to them, and where their actions lead to more than a simple succeed or fail result. Also, DPCs would allow for a new type of dynamically generated mission. Here players would be able to take on missions that the DPCs themselves initiate based on their character traits.
Friends and Enemies: DPCs would sometimes form "friendships" with players who've helped the DPC in the past. Later, the DPC might seek out the player to offer assistance with the player's current mission. For instance, as a lieutenant, James Kirk became friends with a villager named Tyree. Later, the two stopped the Klingons from upsetting the balance of power on Tyree's world after Kirk returned 13 years later.
Players would be able to assist, or be assisted by, DPCs in the game. Each new encounter would be colored by the players previous interaction with the DPC. The DPC would recall the nature of the events surrounding their last encounter.
By the same token, DPCs could become lifelong enemies of players. Similar to DaiMon Bok's visceral hatred of Capt. Picard, DPCs might swear a vendetta against a player and pop up from time to time in an attempt to harm the player, or foil his/her plans.
NPC Species Based Missions: Armed with a memory and personality, DPCs would become the instigators of many mission quests in STO. For instance, after having been discovered by a Starfleet aligned player, the inhabitants of a new world might seek to join the Federation. Several DPCs from the species would venture out into the galaxy and begin interacting with players from all major Factions. Based on the DPCs' cultural goals and motivations, the path towards Federation membership might be a rocky one, or exceedingly smooth. Perhaps a group of DPCs are swayed to join the Klingon Faction, leading to a civil conflict on the planet that both Factions must attempt to solve. Or perhaps such a scenario never occurs. The point is that the end result will be dependent as much on the DPCs' actions as the players.
Realistic Actions: Let's assume Cmdr. Tomalak is an NPC in STO. To have him stay in one or two locations for the duration of the game seems silly. A DPC based Tomalak would be free to roam the galaxy (within limits of course), interacting with different players in different locations based on it personal motivations, and that of the Romulan Faction as a whole.
At one time, Tomalak might be interested in stealing a piece of Klingon equipment. During this time, he might be found in a number of systems on the Klingon border. At times he might attempt and outright attack on a player in the Klingon Faction. At other times, the Tomalak DPC might reside in a secret cloaked base on a planet in Klingon space. Players that detect his presence would engage in a mission to discover his true goals and thwart his plans.
In any case, DPCs would make performing missions for NPCs relevant to the game universe. In the above scenario, perhaps the Tomalak DPC's long term goal is to assassinate the Klingon Chancellor. To do so requires slipping through the Klingon's TDG (tachyon detection grid). To do that, Tomalak needs the Klingon device he's seeking. Thus, by stopping the Tomalak DPC, players are able to thwart his plans. BUT, if the DPC succeeds in getting the equipment, the the attack may continue. It would be quite a surprise for a player to log on and discover that by letting Tomalak escape last month, the Klingon Chancellor has been killed.
Situational Awareness: And once the Klingon Chancellor was kiled, the Tamalak DPC would be aware of it, and no longer have this as its goal. Normally, once you complete a mission for an NPC, it keeps generating the mission for other players. DPCs would be aware that you completed its mission, and seek out something new. For instance, one you acquired some yamok sauce for Daimon Quark (for instance), he'd not ask for it again...unless he sells it and needs more. But the very next player interacting with the Quark DPC would be asked to buy yamok sauce, not find it. Or perhaps the Quark DPC would have some other pressing matter for which it might send a player on a mission. The point being that DPCs would be aware of the status of galactic events, as well as whether their own goals and motivations have been tended to.
Of course, these are just ideas. I'd like to see them implemented in a game someday, but I'm not suggesting that Cryptic attempt to create a bunch of sever based 'Data's.' I envision such a system being primarily script based, and using a primitive expert system. DPCs wouldn't require anything more innovative than what we've seen in toys like the Tamagotchi pets of the 90's.
Also, DPCs would be used for iconic Star Trek personalities, like Q, Tomalak, Odo, Borg Queen, Boothby, etc. NPCs would still be used to fill background roles that don't require much dynamic interaction. Through the scripts, DPCs could be controlled by dedicated client software that interacts with the servers much the same way player PCs will.
Silverspar
08-30-2008, 08:31 PM
What you are asking for would require a lot of memory and extensive programming, probably well beyond what would be required for the game. Multiple choices and different results for mission scenarios would be the best I think you could hope for, but the rest, especially considering on average at launch alone, you could be talking in the neighborhood of 100 to 500 different unique NPCs that give our quests, that would be overwhelming information to store in the database.
Honestly, most of what you are asking for would be out of reach for an MMO, IMO. That type of complexity is basically Hollywood pipe-dreaming. Again, hope for multiple branches to scenarios. Personality can be given, but that's about all really.
curtst
08-30-2008, 08:57 PM
Didn't Cryptic already say that the NPCs would have an AI?
Silverspar
08-30-2008, 09:06 PM
Didn't Cryptic already say that the NPCs would have an AI?
I'm sure they would have AIs, all computer controlled critters in all games have an AI, but the AI level he is talking about I think would be a wee bit too much.
SiskoBell
08-30-2008, 09:29 PM
What you are asking for would require a lot of memory and extensive programming, probably well beyond what would be required for the game. Multiple choices and different results for mission scenarios would be the best I think you could hope for, but the rest, especially considering on average at launch alone, you could be talking in the neighborhood of 100 to 500 different unique NPCs that give our quests, that would be overwhelming information to store in the database.
Honestly, most of what you are asking for would be out of reach for an MMO, IMO. That type of complexity is basically Hollywood pipe-dreaming. Again, hope for multiple branches to scenarios. Personality can be given, but that's about all really.
Didn't Cryptic already say that the NPCs would have an AI?
Re: Curtst, The AI Cryptic referred to is NPC bridge crew AI. They will be smart MMO "pets." In addition, I believe by AI they mean that avarsarial NPCs will be smart enough not to crash their ships in battle, or bring a knife to a phaser fight. I was talking about the AI of NPC mission terminals and iconic NPCs.
Silverspar, you may be right. And Cryptic is working with existing technology so I'm sure STO won't incorporate anything in this thread at launch. But, if the Devs read these threads periodically, I hope they keep some of our ideas (on any topic) in mind for expansions and such.
As far as the system requirements, I don't think the server requirements would be the problem. My idea is that these DPCs are controlled by dedicated workstations connected to the servers like player clients. The individual PCs would control the DPCs. They would interface to the sever like any other client. Of course they'd be in-house and Crytpic controlled.
As far as the programing, this isn't an insurmountable problem either. I'm looking at it from the concept of procedural behavior based on scripts. The DPCs wouldn't be true AIs by any sense of the term. Simply, they'd operate from a set of scripts interpreted by their procedural program. For instance, whenever a DPC encountered a player for the second time, they might simply say "Hi old friend. I'm still grateful for that help on [insert planet here]." There wouldn't need to be a truly interactive dialogue engine just to add as sense of history.
DPC motivations would be based on simple scripts as well. For instance, a Ferengi DPC would periodically scan the server for trigger events. These might be the discovery of x number of worlds in a certain month. Once this milestone is reached, the DPC client would travel to the new region and attempt to do business with players, again by way of scripted interactions. Or a trigger event might be defeat in a major PvP battle by one of the Factions, where the DPC is scripted to attack players of the Faction during theft attempts (as it "sensed" weakness in the faction).
The areas where the DPCs would be able to operate would be constrained by the game's story arc, and their own scripts. For instance, Boothby would only be found on the grounds of Starfleet Academy. It just that he would roam the area, so on Monday he might be tending the rose bushes, and Tuesday, players would find him near the oak trees. Next Monday, his script would have him back at the rose bushes.
The system could start out simple, and the Devs could make it more complex by adding new scripts and procedures as time went on. But, like I said, it's just something to consider. At some point MMOs will offer this type of complexity. It would be nice if Cryptic considered doing so with STO one day.
MajorD
08-30-2008, 09:36 PM
NPC's don't need anything too fancy. They should have a place they're going and some sort of personality profile, that's about it. If I fallow an NPC long enough, I want to see it go somewhere, and if I see it again, I want it to go somewhere else that makes sense. If there is in game time, it would be cool to see a lot of NPCs going to get lunch and sit down in the mess hall for a while and eat by walking up to a replicator first, then sitting down. After their shift, they should go to their quarters, a gym facility, or their quarters. NPC's in cities should do much the same thing, but their would be more variety.
Depending on their personality, if I'm running and bump them, I want them to say things that reflect their personality. Same for if I make them talk without bumping them. If I try talking to them with my weapon out, that should make a difference too. But maybe that's too much.
Elfender
08-31-2008, 01:00 AM
Actually i was wondering if they could put a Dynamic AI into the game. In Army of Two they had a rudimentary one, which cause the AI Partner to disparage you or outright ignore orders based on your orders and actions throught the game. Granted it was very simple, and the AI actually made a HORRIBLE partner in that game, but id love to see a system where your crew will Argue or possibly even disobay an order that goes against a factions regulations or honor code depending on your past actions and whatnot, even going so far as possibly requesting transfers, resigning, or in very very rare cases Mutiny. . . it would add an intresting dynamic to the game and make people actually think before giving an order or commiting a big regulatory violation (ethics violations or Prime Directive.)
EDIT: Also...a way to set nationality of your Human Crewmates, complete with accents....i've always wanted a scottish engineer and russian security officer :P
Dustnite
08-31-2008, 04:05 AM
Actually i was wondering if they could put a Dynamic AI into the game. In Army of Two they had a rudimentary one, which cause the AI Partner to disparage you or outright ignore orders based on your orders and actions throught the game. Granted it was very simple, and the AI actually made a HORRIBLE partner in that game.
Ouch, I never did play Army of Two with the AI I always did coop. It was a great co-op game; one of the best I've played for 2 people as my friend and I had tons of fun playing that.
I'd actually prefer this time of AI for Champions Online more than STO, but mostly because I'm expecting a lot of pathing in this game. Still, I'm curious what exactly they have planned as it's one thing I never liked in CoX and was eventually I quit the game due to predictable and bland AI.
Trekkie
08-31-2008, 06:35 PM
I think this is a very interesting idea and I would undoubtedly like to see it in the game, but I think that it might be slightly too advanced for the game at this point so I don't think that it will be implemented. Still, this concept definitely has promise and it would be absolutely great to see something like this in the game at one point or another.
bourne077
08-31-2008, 07:14 PM
A couple of thoughts.
From my (admittedly limited) experience in MMOs, NPC are quite boring. Obviously they can't be expected to do much in the game. But more than that, they have no sense of the "universe" around them. If not now, perhaps in the future Cryptic might utilize dynamic NPCs ,or rather Dynamic Player Characters, in STO.
General Characteristics:
DPCs should have basic AI abilities to enhance their realism. This would provide for a more enjoyable PvE experience. These characteristics would include:
Memory
Personality
Motivations
Goals
Memory: DPCs would possess a long term memory. The DPC would be able to recall every interaction with the various players with which it comes into contact. During subsequent meetings with a particular player, the DPC would react based on the previous encounter. The DPC would also be aware of major events in the galaxy, on its world, with its species, and within its immediate group.
Personality: DPC interactions would be colored by a personality script. The personality of each DPC would be randomly generated, but based in large part on a set of species or group characteristics. The dialogue and actions of the DPC would reflect its personality. A Klingon DPC would naturally be aggressive and belligerent, but might also have a good sense of humor.
Motivation: This provides a reason for the DPC to act as it does. Each DPC would have certain motivations that would direct their interactions with players. A Ferengi DPC obviously is motivated by wealth. But its other motivations might be political power. Or in the case of Nog from DS9, to use its skills for something more than the pure pursuit of profit.
Goals: DPCs would also have a set of goals from which they'd act. These goals would be both long term and short term goals. As the game progressed, DPCs would alter their location and circumstance as they traveled the galaxy in pursuit of their goals. Along the way, players would find that the DPC had actually "evolved" since they last interacted, for the better, or for worse.
Story Arcs:
By using smarter NPCs, or DPCs, more dynamic and exciting story arcs are possible. The game also provide a deeper level of immersion for the player. Specifically, DPCs would allow players to be able to engage in PvE scenarios that are unique to them, and where their actions lead to more than a simple succeed or fail result. Also, DPCs would allow for a new type of dynamically generated mission. Here players would be able to take on missions that the DPCs themselves initiate based on their character traits.
Friends and Enemies: DPCs would sometimes form "friendships" with players who've helped the DPC in the past. Later, the DPC might seek out the player to offer assistance with the player's current mission. For instance, as a lieutenant, James Kirk became friends with a villager named Tyree. Later, the two stopped the Klingons from upsetting the balance of power on Tyree's world after Kirk returned 13 years later.
Players would be able to assist, or be assisted by, DPCs in the game. Each new encounter would be colored by the players previous interaction with the DPC. The DPC would recall the nature of the events surrounding their last encounter.
By the same token, DPCs could become lifelong enemies of players. Similar to DaiMon Bok's visceral hatred of Capt. Picard, DPCs might swear a vendetta against a player and pop up from time to time in an attempt to harm the player, or foil his/her plans.
NPC Species Based Missions: Armed with a memory and personality, DPCs would become the instigators of many mission quests in STO. For instance, after having been discovered by a Starfleet aligned player, the inhabitants of a new world might seek to join the Federation. Several DPCs from the species would venture out into the galaxy and begin interacting with players from all major Factions. Based on the DPCs' cultural goals and motivations, the path towards Federation membership might be a rocky one, or exceedingly smooth. Perhaps a group of DPCs are swayed to join the Klingon Faction, leading to a civil conflict on the planet that both Factions must attempt to solve. Or perhaps such a scenario never occurs. The point is that the end result will be dependent as much on the DPCs' actions as the players.
Realistic Actions: Let's assume Cmdr. Tomalak is an NPC in STO. To have him stay in one or two locations for the duration of the game seems silly. A DPC based Tomalak would be free to roam the galaxy (within limits of course), interacting with different players in different locations based on it personal motivations, and that of the Romulan Faction as a whole.
At one time, Tomalak might be interested in stealing a piece of Klingon equipment. During this time, he might be found in a number of systems on the Klingon border. At times he might attempt and outright attack on a player in the Klingon Faction. At other times, the Tomalak DPC might reside in a secret cloaked base on a planet in Klingon space. Players that detect his presence would engage in a mission to discover his true goals and thwart his plans.
In any case, DPCs would make performing missions for NPCs relevant to the game universe. In the above scenario, perhaps the Tomalak DPC's long term goal is to assassinate the Klingon Chancellor. To do so requires slipping through the Klingon's TDG (tachyon detection grid). To do that, Tomalak needs the Klingon device he's seeking. Thus, by stopping the Tomalak DPC, players are able to thwart his plans. BUT, if the DPC succeeds in getting the equipment, the the attack may continue. It would be quite a surprise for a player to log on and discover that by letting Tomalak escape last month, the Klingon Chancellor has been killed.
Situational Awareness: And once the Klingon Chancellor was kiled, the Tamalak DPC would be aware of it, and no longer have this as its goal. Normally, once you complete a mission for an NPC, it keeps generating the mission for other players. DPCs would be aware that you completed its mission, and seek out something new. For instance, one you acquired some yamok sauce for Daimon Quark (for instance), he'd not ask for it again...unless he sells it and needs more. But the very next player interacting with the Quark DPC would be asked to buy yamok sauce, not find it. Or perhaps the Quark DPC would have some other pressing matter for which it might send a player on a mission. The point being that DPCs would be aware of the status of galactic events, as well as whether their own goals and motivations have been tended to.
Of course, these are just ideas. I'd like to see them implemented in a game someday, but I'm not suggesting that Cryptic attempt to create a bunch of sever based 'Data's.' I envision such a system being primarily script based, and using a primitive expert system. DPCs wouldn't require anything more innovative than what we've seen in toys like the Tamagotchi pets of the 90's.
Also, DPCs would be used for iconic Star Trek personalities, like Q, Tomalak, Odo, Borg Queen, Boothby, etc. NPCs would still be used to fill background roles that don't require much dynamic interaction. Through the scripts, DPCs could be controlled by dedicated client software that interacts with the servers much the same way player PCs will.
Some very good points and an interesting approach. I'd be curious to see if Cryptic will try something like this. I don't know about at launch, but perhaps some where down the road. I'm not sure how much of a strain it would be on the server side or the resources they would have in place when they go to launch, but interesting take none the less.
mezlabor
08-31-2008, 07:34 PM
A couple of thoughts.
From my (admittedly limited) experience in MMOs, NPC are quite boring. Obviously they can't be expected to do much in the game. But more than that, they have no sense of the "universe" around them. If not now, perhaps in the future Cryptic might utilize dynamic NPCs ,or rather Dynamic Player Characters, in STO.
General Characteristics:
DPCs should have basic AI abilities to enhance their realism. This would provide for a more enjoyable PvE experience. These characteristics would include:
Memory
Personality
Motivations
Goals
Memory: DPCs would possess a long term memory. The DPC would be able to recall every interaction with the various players with which it comes into contact. During subsequent meetings with a particular player, the DPC would react based on the previous encounter. The DPC would also be aware of major events in the galaxy, on its world, with its species, and within its immediate group.
Personality: DPC interactions would be colored by a personality script. The personality of each DPC would be randomly generated, but based in large part on a set of species or group characteristics. The dialogue and actions of the DPC would reflect its personality. A Klingon DPC would naturally be aggressive and belligerent, but might also have a good sense of humor.
Motivation: This provides a reason for the DPC to act as it does. Each DPC would have certain motivations that would direct their interactions with players. A Ferengi DPC obviously is motivated by wealth. But its other motivations might be political power. Or in the case of Nog from DS9, to use its skills for something more than the pure pursuit of profit.
Goals: DPCs would also have a set of goals from which they'd act. These goals would be both long term and short term goals. As the game progressed, DPCs would alter their location and circumstance as they traveled the galaxy in pursuit of their goals. Along the way, players would find that the DPC had actually "evolved" since they last interacted, for the better, or for worse.
I dont know if this is as easy as you make it sound. If it were Im sure every game would implement these sorts of scripts.
Story Arcs:
By using smarter NPCs, or DPCs, more dynamic and exciting story arcs are possible. The game also provide a deeper level of immersion for the player. Specifically, DPCs would allow players to be able to engage in PvE scenarios that are unique to them, and where their actions lead to more than a simple succeed or fail result. Also, DPCs would allow for a new type of dynamically generated mission. Here players would be able to take on missions that the DPCs themselves initiate based on their character traits.
Friends and Enemies: DPCs would sometimes form "friendships" with players who've helped the DPC in the past. Later, the DPC might seek out the player to offer assistance with the player's current mission. For instance, as a lieutenant, James Kirk became friends with a villager named Tyree. Later, the two stopped the Klingons from upsetting the balance of power on Tyree's world after Kirk returned 13 years later.
Players would be able to assist, or be assisted by, DPCs in the game. Each new encounter would be colored by the players previous interaction with the DPC. The DPC would recall the nature of the events surrounding their last encounter.
By the same token, DPCs could become lifelong enemies of players. Similar to DaiMon Bok's visceral hatred of Capt. Picard, DPCs might swear a vendetta against a player and pop up from time to time in an attempt to harm the player, or foil his/her plans.
NPC Species Based Missions: Armed with a memory and personality, DPCs would become the instigators of many mission quests in STO. For instance, after having been discovered by a Starfleet aligned player, the inhabitants of a new world might seek to join the Federation. Several DPCs from the species would venture out into the galaxy and begin interacting with players from all major Factions. Based on the DPCs' cultural goals and motivations, the path towards Federation membership might be a rocky one, or exceedingly smooth. Perhaps a group of DPCs are swayed to join the Klingon Faction, leading to a civil conflict on the planet that both Factions must attempt to solve. Or perhaps such a scenario never occurs. The point is that the end result will be dependent as much on the DPCs' actions as the players.
Realistic Actions: Let's assume Cmdr. Tomalak is an NPC in STO. To have him stay in one or two locations for the duration of the game seems silly. A DPC based Tomalak would be free to roam the galaxy (within limits of course), interacting with different players in different locations based on it personal motivations, and that of the Romulan Faction as a whole.
At one time, Tomalak might be interested in stealing a piece of Klingon equipment. During this time, he might be found in a number of systems on the Klingon border. At times he might attempt and outright attack on a player in the Klingon Faction. At other times, the Tomalak DPC might reside in a secret cloaked base on a planet in Klingon space. Players that detect his presence would engage in a mission to discover his true goals and thwart his plans.
In any case, DPCs would make performing missions for NPCs relevant to the game universe. In the above scenario, perhaps the Tomalak DPC's long term goal is to assassinate the Klingon Chancellor. To do so requires slipping through the Klingon's TDG (tachyon detection grid). To do that, Tomalak needs the Klingon device he's seeking. Thus, by stopping the Tomalak DPC, players are able to thwart his plans. BUT, if the DPC succeeds in getting the equipment, the the attack may continue. It would be quite a surprise for a player to log on and discover that by letting Tomalak escape last month, the Klingon Chancellor has been killed.
Situational Awareness: And once the Klingon Chancellor was kiled, the Tamalak DPC would be aware of it, and no longer have this as its goal. Normally, once you complete a mission for an NPC, it keeps generating the mission for other players. DPCs would be aware that you completed its mission, and seek out something new. For instance, one you acquired some yamok sauce for Daimon Quark (for instance), he'd not ask for it again...unless he sells it and needs more. But the very next player interacting with the Quark DPC would be asked to buy yamok sauce, not find it. Or perhaps the Quark DPC would have some other pressing matter for which it might send a player on a mission. The point being that DPCs would be aware of the status of galactic events, as well as whether their own goals and motivations have been tended to.
Of course, these are just ideas. I'd like to see them implemented in a game someday, but I'm not suggesting that Cryptic attempt to create a bunch of sever based 'Data's.' I envision such a system being primarily script based, and using a primitive expert system. DPCs wouldn't require anything more innovative than what we've seen in toys like the Tamagotchi pets of the 90's.
Also, DPCs would be used for iconic Star Trek personalities, like Q, Tomalak, Odo, Borg Queen, Boothby, etc. NPCs would still be used to fill background roles that don't require much dynamic interaction. Through the scripts, DPCs could be controlled by dedicated client software that interacts with the servers much the same way player PCs will.
Alot of this is already in some mmos. Ive seen roaming npcs, npcs who join your party as part of a quest line, missions based on race,class, etc.. As for Situational awareness in npcs... again thats like asking for Skynet. Situational awareness, self learning, memory, recoginition these things are the holy grail of AI and we just arent there yet.