• KITA
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      110 hours ago

      Red Dead Redemption 2 also does this to an extent

    • @jet@hackertalks.com
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      212 hours ago

      Shenmue looks neat!

      in the video they use witcher 3 as an example; and it works as long as you dont focus on it, but if you follow someone around, their schedule breaks down (like washing clothes in every water basin they come across)… i wonder how well the sims does it?

      • @sugar_in_your_tea@sh.itjust.works
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        412 hours ago

        I’ve considered building something like this. Basically:

        • NPCs will gather materials, produce wares, stay inside at night, spawn chidlren, and be permanently killable
        • you play in an MMORPG setting as part of a faction, and you work w/ your faction to protect your sims
        • object of the game is to control and protect the most cities

        However, there must be a reason this doesn’t exist. Perhaps it’s too computationally intensive to simulate an entire city? Or maybe the gameplay ends up not being very fun? Idk, but I think it would be really cool.

        • @BluesF@lemmy.world
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          410 hours ago

          I’m sure there are efficiencies to be found that would make simulating it viable. It’s graphics that are compilationally expensive, far more so than simulation, I think. Shadows of Doubt does it!

          • @jet@hackertalks.com
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            123 minutes ago

            Most video game developers are not great computer scientists. I’m not saying this with any dispersion, but it’s true. If you’re going to have a distributed agency model simulated, you have to deal with cross-processor, cross thread, or even cross machine, data structures. Either a lockless data structure, or some locking mechanism that doesn’t have a tremendous critical path. It could be outsourced to a database outside of the game engine. But it gets computationally complex

            Something like this https://aeplay.org/citybound

            Or even dwarf fortress