About the talk
We will explore the relation of design and iteration on the example of NPC perception in Kingdom Come: Deliverance and its sequel. How we made NPCs see in a realistic, open world RPG, what we thought is going to work and what we actually had to do to make it work. What it takes to tune a system to behave in both scripted and emergent situations, to provide enjoyable but nontrivial gameplay and enhance immersion. All that under 3 ms per frame. We will be reminded of lessons that might seem basic but still could pose a challenge over 10+ years of development.
Takeaway
– Designing for everything is doomed to fail; why?
– Iteration takes long but can lead to success
– The importance of stable teams
– The importance of selling features to the player
Experience level needed: Intermediate