Screaming_Dude_in_Vegas said:
Visualy the world was very immersive. The problem was the NPCs and the quests. See the predecessors to morrowind (daggerfall and arena) both had these huge worlds that were mostely randomly generated. Morrowind was much smaller, and everything was done by hand. There was not a single randomly genorated thing in that game (aside from respawing monsters and treasure). Now TES has a pretty hard-assed fanbase (I know, I'm one of them) and they obviousely were under pressure to pack a ton of content into that game. Basicaly they ended up with quanity over quality alot of the time. So too much time was spent on hand crafting the world, and not enough on quests/NPCs. In oblivion this will be fixed. See they randomly generated much of the world (like wilderness and such), and then went in and tweaked it, added clutter ect...
Now that may seam like a bad exuse, but trust me. I've modded morrowind, made wilderness regions and dungeons with their construction set, and set my standard at around the same level of detail as the orginal game. It takes a while to do an island that takes up less than half a cell on their map. Now take a look at their map, pan over the land, or whatever. You have a hand-crafted world about 18,000 times the size of your little island.
Personally, I didn't consider the visuals to be stimulating at all. But that may just be me.
Yes, they ended up with quantity over quality. The fact that thir engine and way of creating a world requires so much work is none of the gamer's concerns. It's purely their problem, and they created that problem by working the way they did. They didn't actually have a ton of content, they had very little content and a lot of generic quests, NPCs and areas. So the game was largely hand-crafted, it was boring.
As for RAI, bethsada gave out alot of info on how it actually works. Basicaly it gives each NPC a set of goals, sets governing factors on how they achive these goals, a system of ways new goals can be added and removed, other than scripting (though scripting is still a valid way to change the AI). We'll see when it's out. I doubt it will be "SUPER UBER-FANTASTIC WOW!" but it should get NPCs to move around town, caravans to actually move, and cut down on the amount of scripting needed (morrowing was very laggy because it was so script heavy).
Eh? What? This sounds like the basis of any AI. You give a character a bunch of goals and ways to achieve those goals, that's the basis of programming any AI. If you script everything for NPCs, that isn't exactly AI any more.
Also, this won't make the game run any quicker than with scripting, the fact that the PC now computes automatically what it needs to do instead of it having been scripted by scripters doesn't actually reduce the amount of computations and hence doesn't make anything any quicker.
And how the hell do you know that they will just throw fallout in the morrowind/oblivion engine?...OK, they probably will use the same base engine, gamebyro, but that is the basic 3d engine. They will then tweak that to meat their needs. There is no reason for them to bother tweaking the oblivion engine, because it's a whole diferent gameplay expeirience, and stuff like havock and speed tree arent needed in FO. Considering the amount of engine tweaking they do, I don't think it's a far stretch for them to turn the gamebyro engine into somthing fit for FO.
I never said I knew they'd use the same engine, all I did was claim that they'd need to tweak the Radiant AI to work with Fallout, since they originally are going to use it with Morrowind. Santa_Claws claimed that they already had the Radiant AI so that they didn't need to worry about that.
TES was a first person action-RPG from the begining. It's not like they took a turn based game and suddenly released a real time action title. The devs AREN'T idiots. So what if their RPG is real time and if first person? The thing is (IMHO, after FO) still the second best single player RPG out there, and it's the closest thing to fallout interms of what makes it awsome. They both have the same style of "roam around, do the quests you want, skip the ones you don't, make a unique character". I mean it's much better than getting a company that focuses in liniar, "main quest is everything, sidequest are extras" style RPGs.
Morrowind did all of this very poorly, though. Where Fallout had an involving world, interesting and unique characters, Morrowind had a boring world and generic characters.
Basically, Morrowind gave you freedom, but the freedom was worthless since it was no fun and not immersive. I never got anything even remotely similar to a feeling of involvement.