SOE Becomes Daybreak / Russian shutdown

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tad10

Elisha Dushku
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Are we just writing off Storybrick's claim that they were the ones who decided to end the relationship?
I don't recall SB ever saying that. They said they were the ones who decided to shutdown SB and that had nothing to do with SOE/Daybreak. I thought it was understood that SOE/Daybreak ended the SB relationship.
 

Tauro

Bronze Knight of the Realm
371
26
I wonder why storybricks-tech was never used in any other game? How long have they been developing that stuff, 3-4 years? Did SOE have exclusive rights to the tech?
 

Dandai

<WoW Guild Officer>
<Gold Donor>
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I don't recall SB ever saying that. They said they were the ones who decided to shutdown SB and that had nothing to do with SOE/Daybreak. I thought it was understood that SOE/Daybreak ended the SB relationship.
?It was our own decision and Sony Online Entertainment (now Daybreak Games) bears no fault for it. Sony Online Entertainment had been up for sale for a long time so our exit had no connection with the Columbus Nova acquisition.?

That seems pretty crystal clear to me.
 

Troll_sl

shitlord
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Wasnt there talk about baddies targetting the most dangerous PC ("kill healer first"?). And NPCs calling for help, NPC camps moving to other spots if attacked too often? Bip public events ("baddies invading an area"?).
This was also something Vanguard was supposed to have.
 

popsicledeath

Potato del Grande
7,547
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Targeting the healer or weakest player was something they tried as early as EQ with terrible results. Basically, if allowed, the computer is really, really good at wiping your group and it's not fun.
 

Ukerric

Bearded Ape
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Good point but I'm still not sold on Storybricks. This is a company that didn't quite accomplish... anything of note.
They apparently wanted to position themselves as an AI middleware. Just like we have 3D middlewares, physic engines, and apparently we've got voxel middlewares now (voxelfarm). So why not AI middlewares?

One of the main problems is that you have very different AI needs depending if you're doing agent-based AI (lots of individuals, i.e. the Sims), high-scale AI (strategy games), small-scale AI (FPS), scripted stuff (adventures/interactive novels). Having a general AI middleware is going to immensely more difficult than a general 3D middleware, which in turn means your AI middleware is going to be specialised, which means your market is going to be quite small. Storybricks is basically a middleware for sandbox RPG games, and, well... how many truly sandbox RPGs are we seeing around?
 

Ukerric

Bearded Ape
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It seems like it would have been substantially cheaper to just use their own quest/ai system and just add individual npc factions to it.
The result, however, is as man-power intensive as every quest-based themepark MMOs. The engine is cheap, but you need lots of quest writers.

The video of the DE city seemed to hint at basically a Sims-type agent AI. Basically, each agent (NPC) has a set of potential desires (seeks resource X, social contact, rest, conflicts, safety), and a set of personality traits that define the relative importance of those. The set is determined at creation with a base values depending, say, on faction, race and class (not just player-playable classes, but internal ones), with random variations added. Then, the desires grow at their natural rate for the personality trait (greedy NPCs have their desire for wealth grow fast, non-greedy ones don't, or even don't have one), and the NPC then determines which desire wins out, based to desire intensity and proximity. That gives you lots of NPCs that act in various ways.

High-level combat stuff like the faction war we saw is basically a variant of that, coupled with a spawning system. You trigger a conflict, which adds a set of campaign-related traits (seek that specific enemy, occupy/clear territory) that some of your NPCs are going to have, plus strategic agents. For instance, a camp is an agent (like an NPC), which is going to seek out a location that offers the best combo between its desire for control (need the area to be controlled), resources (to build or to exploit), social (can't be too close to other camps). If attacked and "destroyed", it's going to flee and try to reestablish itself somewhere. And, in turn, it generates desires in the NPCs around it.

You can get a lot of very interesting behaviour with a simple desire-field model.
 

chantmaster

Lord Nagafen Raider
47
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Where you see "A lot of very interesting behaviour" i see a ton of bugs that nobody can fix.

Change a little bit here, and everything turns to shit, change a bit there to fix it, and things gets worse.

In my opinion it would take a lot of work to get a system with interracting npc's to "balance" and not end up in some kind of deadlock, where half were sitting in their houses, a quarter were beating eachother up, and the last quarter ended up just running back and forth. It doesn't get better when players can interract with the npc's and some people find it funny to get them stuck in a persistent world.

In a single player game, you only ruin it for yourself and can usually reload.
 

Lleauaric

Sparkletot Monger
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If Storybricks was trying to be an AI middleman, I would have been really wary if I was in SOE/Daybreak of working in a partnership, then they taking advances I worked with them on to rival companies.
 

Sabbat

Trakanon Raider
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Yeah, last time Elidroth gave us an "inside scope" it was "guys this is just a name change".
I've never believed a thing the dude has said since I asked if Mithril was accessible in Landmark, and it clearly wasn't even in the game at that point.
 

Ukerric

Bearded Ape
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Where you see "A lot of very interesting behaviour" i see a ton of bugs that nobody can fix.
The whole idea is that you should get behaviors that you did not anticipate.

If you want only to produce behaviors you plan for, then you simply do scripts. It costs you. A lot. But you're "safe". And of course, every world is exactly the same, and everything respawns exactly the same. And you have WoW, with more factions.

But it's not intractable. The Sims do that, for close to 15 years now. And yes, sometimes, you're going to see weird stuff. That's the whole point: you do want people to discuss and compare their worlds : "what do you mean, DE are staying around Nektulos and Lavastorm on Cazic-Thule? Let me tell you, on Tunare, they've slaughtered almost everything over the entire east of Antonica, and it's real hard to go around there unless you're friends with the ogres, who are still holding out".
 

Mughal

Bronze Knight of the Realm
279
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But it's not intractable. The Sims do that, for close to 15 years now.
Yes but The Sims is a single player game with few NPCs. There are great challenges in scaling this to an MMO level, both in engineering and game design as nobody has done it before and so it's not that you can copy something else out there and improve on it.
 

Tim

Molten Core Raider
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EQN is setting standards for hype and killing it at the same time. Only SOE/DBG can do that.
 

tad10

Elisha Dushku
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595
"It was our own decision and Sony Online Entertainment (now Daybreak Games) bears no fault for it. Sony Online Entertainment had been up for sale for a long time so our exit had no connection with the Columbus Nova acquisition."

That seems pretty crystal clear to me.
Pretty sure that's about their decision to end their business not terminate their relationship with SOE.