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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.
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 openworld game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world.
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.
It's really just a series of supply fetch quests and "find yet another character whose name rhymes with 'son' (in this big huge openworld)" but it feels like you are helping establish an entire new town in the wilderness - leaves you with a genuine "I helped people" feeling. And please don't try to abuse my FOMO.
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.
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.
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 openworld game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world.
It’s really just a series of supply fetch quests and “find yet another character whose name rhymes with ‘son’ (in this big huge openworld)” but it feels like you are helping establish an entire new town in the wilderness - leaves you with a genuine “I helped people” feeling.
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 openworld events occurring as the quest proceeds, done without zone or quest locking, etc. Earlier in MUD design, these zones even “repopped” all at once.
February is nearly upon us already, Travelers, which means we're gearing up to release a MAJOR new content update that will be dropping very soon on Steam as part of our Early Access releaseand it features a new NPC voiced by a popular gaming YouTuber. What other new features and mechanics will be included in the February drop?
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