The biggest problem with MMORPG’s is that neither you nor your choices matter.
The first studio to use LLM’s to make the world move in unpredictable ways based on player population actions will change the gaming industry.
The biggest problem with MMORPG’s is that neither you nor your choices matter.
The first studio to use LLM’s to make the world move in unpredictable ways based on player population actions will change the gaming industry.
Call me crazy but I don't think it's going to be Peter Molyneux. 🤣
É porque tem de criar material com as variáveis já prontas.
O que você está falando envolveria textos e arte se readequando conforme as ações do jogador.
Mesmo um simples ajuste do diálogo dos NPCs e das linhas de missão seria um ótimo começo. Seria possível obter muita adaptabilidade sem consumir novos recursos artísticos - os MMORPGs já são concebidos para reutilizar muitos recursos artísticos.
Ultima Online resources were originally finite but players hoarded everything and commerce siezed until they patched to be inflationary because characters had no upkeep costs.
NPCs treated characters differently, and would offer quests or not, based on their morality rating. It quickly dwelved into PvP combat