"President, we have been studying the issue of NPC freedom in the game for a long time."
"Then what?"
“In the end, we came to the conclusion that with the existing technology, if we want to add so much content into the game, the game will become extremely bloated. Let’s not talk about whether the performance of the game console can bear it. First of all, this game is too
Pangdang may actually lead to various crashes of its own. The number of game bugs we have self-checked now is simply too numerous to count, and the more content is added, the resulting vulnerabilities will increase exponentially."
"Is this so..."
In the fourth development department, Zhu Youxing carefully looked at the various behavioral model settings of the passerby NPC characters that the developers were developing.
In Red Dead Redemption, when the protagonist enters a certain area, all characters here will be activated and then begin to carry out their own behavioral logic activities.
Some people will hold on to a tree and vomit because of a hangover, and workers preparing for the morning shift will carry sacks of goods from the warehouse and place them on nearby horse-drawn carriages.
It all looks so real, just like the real world.
However, there is an upper limit to all this.
In Red Dead Redemption 2, such a passerby NPC's behavioral logic can only last about three to five minutes.
This is not the most critical thing. The most critical thing is to forcefully pile up too many programs, just like a building that keeps stacking up.
If you want to make another breakthrough, you can only find other ways.
Passers-by walking will keep walking in circles in one place, and there will be no emergencies at all.
Such works are so terrifying that even if they were released four or five years ago, it would be difficult for any game-related technology to surpass these two games.
But Zhu Youxing still feels that his idea can be realized.
More people just make enhancements and micro-innovations based on the existing gameplay.
After telling the taxi driver his address, he also specifically emphasized to the taxi driver to avoid taking the road where the shootout took place. When he finally returned to his home, he took off his clothes and fell asleep.
To put it simply, it is to make the programming of passerby characters more complicated.
In the original world, it can be said that the technology of video games has been stagnant in terms of gameplay and other aspects for four or five years, far from the original situation where games were flourishing.
Zhu Youxing stared at the screen intently.
This code program plus various modeling and other things occupy a total of more than 300 MB in the game.
But it seems really difficult.
The more programs a video game contains, the greater the chance of developing vulnerabilities.
Even if the Unreal Engine in this world is much more powerful than the one in the original world, it cannot solve this problem.
This is the upper limit of program writing itself.
In this day's life, this passerby NPC took a taxi to a restaurant to eat, then watched TV idly for a while, and then went out to a prosthetic doctor's clinic to replace the newly broken prosthetic body.
, then he got a brand new prosthetic body and started wandering on the street. He accidentally saw a scene of a gun battle between the Yakuza and the local police officer on the roadside. He immediately ran away in panic. When he ran to a relative
After reaching a safe area, he still stood there panting in a very humane manner, and would look back from time to time in the direction where the gunfight had just occurred. After finally ensuring that he was safe, he called a taxi and prepared to go home.
Video games in this world have developed for almost twenty years, and their development speed is faster than that in the original world. Now the video game technology in this world has reached a level comparable to that in the original world.
The characters will operate according to the so-called character logic. They will no longer be walking zombies without any additional emotions, but just like real people.
Now Zhu Youxing hopes that in the world of Cyberpunk 2077, every passerby NPC in the game will have a complete set of rules and logic.
However, the limit of games made under such a system has only reached the level of Red Dead Redemption or The Legend of Zelda and Breath of the Wild for the time being.
The same goes for programs.
Of course, this also expresses to the players that this is a video game. After all, it has its limits and it cannot really be the same as the real world.
In the end, the more bloated the game becomes, the bugs will be like a collapsed building and the game will no longer be able to run.
After all, the original world has a history of forty or fifty years of commercial game development, with various technical iterations emerging one after another, and the system is also very complete.
It is impossible for Zhu Youxing to really create an artificial intelligence with a completely independent personality, which is probably a fantasy in the short term.
It’s just that the side effects of this are very serious.
From now on, these passerby NPCs will repeat what they did before like a program.
The game will become very bloated and lose the small, beautiful and exquisite feeling of the original game design.
Do players really care about this detail?
Would any player really pay attention to a lifeless program for an entire day just to see what they do?
Moreover, the total capacity of the program for this day is 300MB, but it can only represent the content of this character for one day.
If you want to make a breakthrough, you must find a new direction on your own.
To be honest, this is really too complicated and lengthy.
Of course, these two games are already considered top works in the gaming industry.
When it reaches a certain height, it will eventually collapse due to its own weight. No existing materials can withstand the excessively high building form.
And now Zhu Youxing has also arrived at this time.
On that screen is a day-to-day life of a passerby NPC in the almost-built Night City.
The video games that I have developed before all have things that I can imitate.
As for major technologies related to new game development? It has indeed come to a standstill.
This is the day of this passerby NPC.
Of course, saying this is actually a bit of an exaggeration.
This is just the code required for the behavioral logic of a passerby NPC.
But to be honest, Zhu Youxing really wants to create a truly lifelike cyberpunk world.
This day looks quite rich, making people feel like they are really living in this city.
What Zhu Youxing hopes is that there will be hundreds or thousands of passerby NPC characters of different types in the entire cyberpunk worldview.
Calculated based on the time in the game, this day is about one hour.
When an hour passes, such passerby NPC will repeat what they did yesterday.
After all, the program has its limits. One day in the game is also the time point that everyone thinks is the most reasonable at the moment. If it is more, Zhu Youxing feels that it is indeed a bit too much.
It's just... I'm still a little bit unwilling to do so.
Maybe it’s really a little bit of reluctance in my heart for the regrets this game has brought to me?