People usually complain about that sort of interactivity. I think games should be primarily about things we don't or can't do everyday, because we want something different and fun. Games like Heavy Rain had a lot of everyday activities that a lot of people found to be boring and drag out.
The Sims does your everyday needs but then like in real life if your sim isn't happy they'll let you know they want a change.
The Sims does your everyday needs but then like in real life if your sim isn't happy they'll let you know they want a change.
It'd be fun, but i feel like people would take that form of interactivity a little too far (developers, fans, or otherwise).
What do you mean when you say too far? Don't you think that form of interactivity could enhance player immersion the world and form a stronger connection between game and player.
No there will never be a game where you can say whatever you want to an npc,and have him respond to you with an answer that isn't at all related to what you told him.
It is not about available technology,its about available capital=money.
For every single question you could ask him,the developers would have to record someone's voice for the appropriate answer. Do you know how many billions of questions you can ask someone if you are free to ask whatever you want ?
A game like that would need an investment more than a first world country's GDP.
Forget about it.
It is not about available technology,its about available capital=money.
For every single question you could ask him,the developers would have to record someone's voice for the appropriate answer. Do you know how many billions of questions you can ask someone if you are free to ask whatever you want ?
A game like that would need an investment more than a first world country's GDP.
Forget about it.
But for anything else except dialogues there are much that can happen.
The thing is interactivity is often overlooked in modern videogames,so there are many interesting concepts that exist,but few games ever use them.
Season system that affects in-game weather has been done from Skyrim's modding community. This makes it so when you play the game and its Autumn leaves of some trees turn brown and fall,at Winter it rains and snows too much,in Spring flowers plume,and in Summer everything is more vibrant.
A game that struck me with its interactivity once was Duke Nukem 3D. That was a remarkable game regarding interactivity. If you would find a toilet you could press the 'use' button and pee. Or if shoot at it,a fountain of water would come up. You could turn light switches on and off,blow up walls and other things with bazooka,your boots would leave footprints if you stepped on toxic waste or dog poop... It is one of the most interactive games I ever played actually.
Today's developer focus though is more directed on cinematic cutscenes and scripted events than things that are not necessary for game progress like interactivity.
The thing is interactivity is often overlooked in modern videogames,so there are many interesting concepts that exist,but few games ever use them.
Season system that affects in-game weather has been done from Skyrim's modding community. This makes it so when you play the game and its Autumn leaves of some trees turn brown and fall,at Winter it rains and snows too much,in Spring flowers plume,and in Summer everything is more vibrant.
A game that struck me with its interactivity once was Duke Nukem 3D. That was a remarkable game regarding interactivity. If you would find a toilet you could press the 'use' button and pee. Or if shoot at it,a fountain of water would come up. You could turn light switches on and off,blow up walls and other things with bazooka,your boots would leave footprints if you stepped on toxic waste or dog poop... It is one of the most interactive games I ever played actually.
Today's developer focus though is more directed on cinematic cutscenes and scripted events than things that are not necessary for game progress like interactivity.
"For every single question you could ask him,the developers would have to record someone's voice for the appropriate answer. Do you know how many billions of questions you can ask someone if you are free to ask whatever you want ?"
I was thinking about that when I wrote this and my answer would be to either have it synthesized by a computer or have a voice actor record lots of word and then using some sort of system change the inflection to fit. Remember, we are talking years and years down the road.
Concerning Duke Nukem being interactive, I also thought about it when writing this which is why I specified that the interactivity I am talking about doesn't focus on normal everyday things that just happen and don't have any real impact other than making it slightly more realistic. Thanks for your comments.
I was thinking about that when I wrote this and my answer would be to either have it synthesized by a computer or have a voice actor record lots of word and then using some sort of system change the inflection to fit. Remember, we are talking years and years down the road.
Concerning Duke Nukem being interactive, I also thought about it when writing this which is why I specified that the interactivity I am talking about doesn't focus on normal everyday things that just happen and don't have any real impact other than making it slightly more realistic. Thanks for your comments.

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