Oblivion: Burglar’s paradise

By Shamus Posted Wednesday Jul 19, 2006

Filed under: Game Design 26 comments

This isn’t really about stealing in a video game, (which I’ve belabored in the past) but about AI. Humor me for a second.

One of the fun things in Oblivion is the ability to rob just about everyone blind. I love slipping into a shop late at night and and pulling a Grinch on them: I steal every single loose object in the place and don’t leave so much as a crumb behind. This means taking lots of worthless stuff like ceramic cups and loose pieces of blank parchment, quill pens, gardening tools, and other items that I can’t even sell. It’s always hilarious to walk into the shop the next morning and see the grinning idiot shopkeeper standing there in his bare room. Makes me wish I could swipe furniture. This also serves as a sort of revenge against all those shopkeepers in Nethack who have slain me over the years.

But then the question arises: What does the player do with his ill-gotten goods? It doesn’t make a lot of sense to let the player wander back in and sell the NPC their own stuff, does it?

Games have tried various ways to handle this. In Morrowwind, a shopkeeper would notice if any items of his were missing. If you then tried to sell him an item of that type (no matter how generic the item may be) then he would “recognise” his missing item. So, if I steal a plain, unadorned fork from Bob, then I can never attempt to sell him a fork in the future because he will always assume it was his missing fork, and that I’m the one who swiped it.

In Oblivion they tried to make the thing a bit smarter, but really they just moved the stupid to a new place. As Mark would tell you, we don’t so much solve problems as we trade one set of problems for another with the hope that the new set of problems is more favorable than the old. Now when you steal an item (any item) from someone then the game flags it as a “stolen” item. In your inventory it is listed with a little red hand next to it, and you can’t sell it to any reputable shopkeeper. You can’t even try – the interface just won’t let you. You can only sell the item to a fence. You can then buy that item right back from them (for about twice the price) and it will be cleared of its “stolen” status. You can then keep or sell it to anyone as you like.

Oblivion: Stolen goods
Notice how my inventory is sorted, keeping my harvested potatoes seperate from my stolen potatoes.
Yeah, wouldn’t want to accidently get those items mixed up.

This doesn’t really make any more sense than the old system, but requiring the player to fence stolen goods does sort of add a layer of realisim to the game. Lots of people have complained about the flaws in the new system. After all, if I steal an apple and go to the next town, certainly I shouldn’t need to fence the apple! This is an understandable complaint, although truly solving this problem is more difficult than it seems at first glance. It requires a lot of AI to figure out if an NPC should be able to spot an item as stolen.

So in an ideal world, what would determine if someone could spot a hot item?

  1. The value of the item. It should be easy to sell a stolen hammer or some blank parchment. Some items are of such little value that they shouldn’t be missed as long as you lifted it unseen. On the other hand, a golden nicknack should be very hard to sell.
  2. How distinctive it is. You can’t tell a stolen apple from an apple purchased at the store or plucked from a tree, and the NPC’s shouldn’t be able to tell the difference either. On the other hand, a famous ring should be almost impossible to sell.
  3. The relationship / proximity of the buyer to the original owner. If I steal Bob’s longsword, I shouldn’t be surprised when I can’t sell it to Bob. Perhaps the rest of his family would have heard of the theft and be able to spot his sword as well, so I can’t sell to them either. If Bob is an important man, then perhaps I need to go to another town to find a buyer. If Bob is famous, then perhaps I need to go several towns away.
  4. The time elapsed since the theft. Right after I take something valuable I would expect lots of people to be on the lookout for the missing item, depending on the fame and influence of the owner. However, as time passes I would expect most of them to forget about it, with the sphere of people shrinking until only the original owner remembers or cares about it.
  5. How much the owner valued the item and was aware of it. If I take Bob’s longsword from over his fireplace, it should be hard to sell. If he had a whole box of them in his basement, much less so.
  6. If the theft was noticed. As above, if an item is sitting unused and forgotten in a basement somewhere, then it should be easier to find a buyer because the original owner probably won’t miss it right away.
  7. How trustworthy the player is. If a silver fork goes missing and the next day a famous hero and champion of the people shows up trying to pawn one, the buyer is not going to be eager to accuse him of petty theft. On the other hand, if my character is some shiftless unknown who just rolled into town last night (right before the item went missing) and appears in the shop the next morning with the same item for sale, it should at least raise some eyebrows.
  8. How much theft is going on. If there has been a crime wave recently and lots of stuff is missing, then people should be much more suspect of what I have to sell.

I would not want to try to write the AI code for all of this. Each time you add another item on this list to the AI (no small task, some of it) you will just move the stupid from one part of the game to another. You would eventually find yourself trying to write AI capable of gathering clues and evidence and solving crimes before the system was free of idiocy.

In some ways making NPC’s “smarter” makes them seem dumber. I don’t expect much out of a lifeless NPC who stands behind a counter 24/7/365, who has no life, no family, nothing to do and nothing really to say. He’s just an animated vending machine to the player. However, once you give him a little voice acting, a bit of personality, make some of the other people in town his relatives, give him a daily routine of closing up shop and going home, then the player starts thinking of him as a character or even a person. They might say, “I love Henry the shopkeeper. He’s so crabby and pretends to hate his job so much, but the guys at the pub say he’s rich and he could really quit whenever he wanted.”

But all of this is self-defeating in a way, because when Henry starts to seem real to the player then the player starts to expect Henry to behave rationally. Then when Henry does something very stupid (like refusing to buy a stolen potato, or being willing to buy an item you just lifted out of his pocket a second ago, like his own house key) then the illusion is broken and he seems even dumber than the NPC who never did anything and had no personality.

This reminds me of the Uncanny Valley. Up to a certain point making the AI better and better makes the NPC seem more real, until they become too convincing and then their shortcomings suddenly become glaring and overshadow everything else.

It’s an interesting problem, although it still doesn’t help me to know what I’m supposed to do with all of these corncobs I swiped. Will the buyer still be able to tell they are stolen if I turn them into popcorn?

 


 

Addicted?

By Shamus Posted Tuesday Jul 18, 2006

Filed under: Rants 5 comments

This FOX news story points out that there are 212 million mobile phones, meaning mobile phones are now a new addiction.

Does the word “addiction” even mean anything at this point? I can’t remember the last trend that didn’t get turned into an epidemic or an addiction by some hyperventilating goofball. If 212 million mobile phones is an addiction, then what of the regular landline phones? There are even more of them and people have been using them longer. Surely the landline phone addiction is worse than the mobile phone addiction! However, both are dwarfed by the rampant addiction Americans have for sleeping indoors and cooking their food before they eat it. Sadly, many Americans are also addicted to the grocery store: very few of them hunt or forage for their food. This is to say nothing of their addiction to sleeping and going to the bathroom.

Just because people do something often does not make the activity an addiction. Mobile phones are a new trend. They are popular because they are useful and convenient, not because Sprint has been spiking their units with opiates. Someday we’ll cross the threshhold on this and the news will stop talking about these crazies and their cell phones and they will start talking about the crazies who refuse to give up their landlines.

They refuse to give up their heavy, akward phone which is tied to a specific location? They must be addicted!

Now I’m going to go play Oblivion. I haven’t played in ten minutes and I’m getting the shakes.

 


 

Marketing Hardware

By Shamus Posted Monday Jul 17, 2006

Filed under: Video Games 15 comments

Q: How many programmers does it take to change a lightbulb?

A: It can’t be done, it’s a hardware problem.

Up front I need to admit that I’m an idiot. Having said that, I will now attempt to shift blame for my problem to someone else. Let’s get started!

Some products make the mistake of letting the guys in marketing design it, and so the end product is a mishmash of features that make no sense and don’t really work right. Other products – such as graphics cards – have the opposite problem, where the thing is more or less marketed by engineering. Consider:

eVGA e-GeForce 6800 XT 256MB PCI-e 256-P2-N381-TX

If you can believe it, this is the name of the product. Like iPod or Diet Pepsi. Into this “name” they have packed the name of the manufacterer, the name of the product, some of its features, the hardware requirements, and some other stuff that is still a mystery to me. What is all of this supposed to mean to Joe Consumer? There is some really critical information buried in all of that mumbo-jumbo.

What happened is this: In the past year a new type of expansion slot was rolled out on new computers, the PCIe. I had no idea. For the past several years I’ve been just buying things based on performance and price. I forgot about the old days when you had to make sure your computer had the right slot. So I bought a PCIe card, and found I didn’t have the right slot.

PCI slots have been around for ages. I see the letters PCI and I think, “Yeah, I’ve got that.” Another kind of slot is AGP. Then they came out with AGPx2, AGPx4, AGPx8. It’s all the same slot, just faster. Take your AGP-shaped card and stick it in the slot and it’ll work. This is not the case with PCIe. In fact, PCIe isn’t just a new slot shape, it is four new slots.

The point here is that I think the makers of these things should let the marketing guys do their job. No marketer in their right mind would put something on the shelf with a name like:

Xfx Geforce 6800XTREME 256MB Dual Dvi Agp DDR3 350MHZ 256 Bit

When shopping the user wants to know:

1) Does it do what I want?
2) Can I use it?
3) How much does it cost?

Carmakers don’t include the Drag Coefficient, steering configuration, and fuel economy in the name of the car. Nobody buys a RENESIS 13b 0.31dc / R&P pwr assist / 18/24MPG / 3029lb. No, they buy a Mazda RX-8. Foremost in the buyer’s mind will be basic facts about seating and type of fuel used, not esoteric facts about engine output and Weight Distribution. That information is there, for sure. But when you go to the lot the dealer is going to want to know what sort of car you want before he asks about any of the other stuff.

The fact that I went through the entire process of buying the card and was never aware that slot type was something I needed to worry about shows that while I’m an idiot, the sellers don’t have any way of coping with idiots. A simple picture of the required slot would have been all I needed. I would have looked at it and thought, “I don’t have one of those in my system.”

Ideally, they should come up with a more user-friendly way of referring to or depicting these slots. Coming up with an alternative naming system for them would be a good start. I’m sure there are all sorts of technical reasons for calling the new slots PCIe. I’m sure on the implementation level there are all sorts of similarities. For the clueless user they only have one feature: The shape. If you can’t plug a PCIe into a PCI slot, then as far as the user is concerned it’s a whole different thing. They are not going to care about how the two schemes use similar methods of packet adressing for crying out loud. They would do better to name one slot type “PCI” and then name the new one “Larry”. At least the user would know that PCI slots and Larry slots were not the same thing.

I was able to pack up and return the card no problem, but now I’m sour on the whole process and I don’t want to think about it any more. I think I’m going to live with my stone-age video card for now. Oblivion looks like rubbish, but I don’t think it’s worth $150 plus the time and energy required figure out what card I’m supposed to get, order it, and then wait for it.

In summary: I’m an idiot. Although, I’m an idiot who had money to spend if someone had the sense to sell me what I wanted.

UPDATE: Upon further reflection, perhaps I needed the history of Poland after all.

 


 

Unintentional Self-parody

By Shamus Posted Sunday Jul 16, 2006

Filed under: Rants 7 comments

Writing about politics is usually miserable, pointless, and time-consuming. It would be just as productive for me to sit by the road, giving the finger to people with the wrong bumperstickers. So I don’t do politics here. However, while doing some vanity searching a while ago I found something amusing.

The thing is, years ago I had a political satire site. One of my bits was a news story wherein it said that:

Continue reading ⟩⟩ “Unintentional Self-parody”

 


 

Otaku Quiz

By Shamus Posted Friday Jul 14, 2006

Filed under: Anime 19 comments

This fill-in-the-blank %anime quiz is quite hard, but I had double the score that Steven did.

(Okay, so I had two right. And one was from Last Exile, which I just finished last night.)

It’s a toughie.

 


 

Last Exile: Ending

By Shamus Posted Friday Jul 14, 2006

Filed under: Anime 19 comments

A lot of dramatic stuff happened in the last two discs. A lot of main characters died. A lot of stuff got blown up. The world itself changed. There was a lot of drama, but for the most part I never got caught up in it because I was struggling to figure out what in the hell was going on. Oh wait. They blew that thing up? I thought they wanted to capture it? No? But what was it anyway? They captured that other thing? Why do they want that? They must really want it, though. They’ve just sacrificed all their ships to get it. No? They have more? But where are they going now?

In the last battle I was never clear on what their goals were, so when things happened I couldn’t tell if they were good or bad. Part of this may be due to the fact that I took a three-week break right in the middle of the series and watched some other stuff, but I don’t think so. They had lots of flashback moments to earlier parts of the series, and those never really illuminated things for me.

At the start of the series I said:

I love watching [vanships] fly. The sounds and the motions are perfect and really convey the speed and intensity of the dogfighting. It reminds me of the thrill I felt the first time I saw X-Wings and TIE fighters going at it. Seriously, it's that good.

So it was really funny to see them recreate lots of Star Wars moments near the end. There was a scene in which they ripped off paid homage to the Death Star assault. They even had a “stay on target” moment. I don’t think I was supposed to be laughing at that moment, but I did.

I started off really liking Claus, but near the end of the series he became a lot less interesting to me. He stopped taking part in the what was happening, and just wandered around watching events unfold on behalf of the audience. By the end I was more interested in Mullen Shepard and Dio.

What can I say about the plot? I don’t know. Maybe it would have made sense if I was willing to work at it, but I wasn’t. By the end I was just following the main characters around and waiting for them to win. Maybe if I was Steven Den Beste I could come up with a thousand word essay that would iron the thing out and make sense of it. He did that for The Matrix and it retroactively made the movie a lot better. But for crying out loud, explaining the plot is the job of the writer, not the viewer. I wanted to love this show. In some ways, I do love this show. The visuals are top-notch. The characters are wonderful. The world is interesting and inventive. The gadgets are fun to watch. The voice acting is great. (Although they re-used too many voices in the English dub) In short, they had all the ingredients for a stellar show, but it ultimatly fails because the overall story is far too vague.

 


 

Oblivion: Shame on Bethesda

By Shamus Posted Friday Jul 14, 2006

Filed under: Game Reviews 6 comments

I have a love-hate relationship with this game. It’s wonderful, but also deeply flawed and unfinished.

A while back I mentioned a user-made patch to fix the graphics problems so that the game will actually run as promised. Now here is another user-made mod that fixes the countless broken quests, AI flukes, misplaced objects, missing objects, and other bugs and annoyances with the game. Look at that list of bug fixes. It’s shockingly huge.

I wouldn’t mind a few broken quests. This game world is complex and the AI is ambitious. The game is so huge that a dedicated team of beta testers couldn’t hope to play all of the possible quests in every possible way, looking for unforseen effects and outcomes. To a certain extent, you need this game to go out to the masses before you can find all the problems.

What makes me mad is that the current official patch is marked as “final” and they do not plan on any further updates. Given the sheer volume of issues, that is just shameful. This game is not done, and these guys should do the right thing and finish the job.

Again, kudos to the mod community for tracking down and fixing these bugs. Seriously, Bethesda should send them a cut of the earnings.