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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

You already have all of these things youre thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. For an open world game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world.

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AWS for Games to spotlight generative AI at GDC 2024

AWS Games

Attendees can also check out Ada, a prototype in-game NPC powered by the MetaHuman Animator in Unreal Engine and Amazon Bedrock. Learn about the technology behind the in-game ThorAI (powered by Amazon Bedrock), and get a dive deep into fully voiced, interactive in-game NPCs in the companion mobile game Missing.

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AWS for Games debuts Guide to Generative AI for Game Developers, and more at GDC 2024

AWS Games

The Titan Image Demo showcased advanced techniques that can be used to solve real-world image asset creation tasks using generative AI and Amazon Bedrock. The Dynamic NPC Dialog Demo highlighted Ada, an example for building an in-game non-player character (NPC) as a generative AI application, using Unreal Engine MetaHuman by Epic Games.

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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

You already have all of these things you’re thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. For an open world game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world.

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Sandbox vs themepark

Raph Koster

It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. If you follow that link, you’ll see open world events occurring as the quest proceeds, done without zone or quest locking, etc. Earlier in MUD design, these zones even “repopped” all at once.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. During big long quest chains, there are periodic quest stages where you have to wait 1-2 in-game days before checking in with the NPC again. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.

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The Forgotten City (2021) revisited

Radiator Blog

The game plays with this a little: there's a treasure door that opens only during the fail state. (A A hostile NPC statue wakes up, which means you can lure it away from the door.) And as the Vestal, she administers the local election, and in this ancient Roman city only the male NPC citizens are allowed to vote.

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