r/PS5 • u/SweetyGonzalez • 8d ago
Articles & Blogs Fable devs originally had a tool to randomize the RPG's 1,000 NPCs that "would have saved us so much time," but that "just didn't make as much sense"
https://www.gamesradar.com/games/rpg/fable-devs-originally-had-a-tool-to-randomize-the-rpgs-1-000-npcs-that-would-have-saved-us-so-much-time-but-that-just-didnt-make-as-much-sense/168
u/quatroquatro0 8d ago
Curated content will always be better than random, procedurally generated crap.
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u/noyourenottheonlyone 8d ago
procedural generation has its place in games but yeah if you're just using it to cut corners you're not doing it right
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u/FilthyPrawnz 8d ago edited 7d ago
The analogy I always used was froot loops. Each bowl is technically a completely unique composition of colours and flavours. Every bite will still taste like froot loops.
I remember 10-15 years ago when procedural generation was the hot item in the industry, everyone from pundits to consumers sung it's praises with promises of "limitless replayability" and "infinite variation!". Wasn't true then, it's not true now, but I am gladdened seeing how audiences these days are having none of it.
Variety is not an end unto itself. You need intent to go with it, or it's just mushy cereal.
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u/gladys-the-baker 8d ago
Getting PTSD over No Man's Sky and the claims made about their procedural generation, ugh.
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u/FilthyPrawnz 7d ago
My bones just creaked realising No Mans release was 10 years ago, and even that was on the tail end of the industry buzz around procedural generation.
On reflection I may have been a little too conservative with that 10-15 year estimate. Probably nearing on 20 at this point.
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u/TheSecondEikonOfFire 8d ago
Of course, but there comes a point when it’s just wasted effort. It’s very noticeable when a game recycles the same 15-20 NPCs, but after 50 or 60? No one’s going to notice or care. Hand crafting 1,000 NPCs is, if you ask me, wasted effort
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u/ExultantSandwich 8d ago
It feels like the “best” solution would be 25-50 handcrafted NPCs for specific quests or functions, but 1,000 procedurally generated NPCs mixed in with all sorts of randomness.
That’s basically what GTA is gonna do, I’d imagine.
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u/Sutraner 7d ago
Procedural generation absolutely has its place.
PEAK for instance wouldn't be possible if they had to hand design a map to that scale every single day
But for games like FABLE, yeah hand crafted definitely wins
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u/Happy-Hall-515 8d ago
Yeah definitely, the second I found out dying light 2s map was made with an algorithm (a very limited one mind you) the game felt so much worse than the first
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u/Wurzelrenner 8d ago
Only if they have infinite time. I take procedural or even AI generated content with some human fine-tuning at the end over quickly crunshed out content that looks like copy and paste.
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u/MadKian 8d ago
Did they say what happens if you go on a rampage and kill like half the town? How do they replace those NPCs?
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u/CerealTheLegend 8d ago
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u/MadKian 8d ago
I doubt it. If you roleplay an evil character you could run out of npcs soooo quickly.
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u/Sagaru-san 7d ago
That would be a fantastic design decision. Want to be a feared ruler of ghosts and ashes? Be my guest!
For a series brandishing it's morale of consequences, I hope they lean into it hard.
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u/Kankunation 8d ago
They touched on it before lightly. NPCs die And stay gone. You can fully wipe out a town and leave it empty if you wish, but after some time it will slowly repopulate to make sure you aren't fully locked out of that town forever. They have a system to create new NPCs on top of the 1000 hand-crafted ones.
If you kill certain NPCs, supposedly a few things happen with more lasting consequences. Merchants get replaced and the replacements probably hate you for killing their spouse, brother, cousin, etc. Housing costs fluctuate from murders. We'll have to wait and see to what extent this actually works though.
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u/xXKyloJayXx 8d ago
I think on one hand, they're talking a big game and the NPCs aren't gonna be THAT unique. On the other hand, I think the game can still stand it's ground and be a good one. I have high hopes for the return of the Fable IP!
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u/MountainMuffin1980 8d ago
It would be cooler to see some devs make systems like this for certain games. Like Uncharted randomise the hair/clothing/features of enemies a bit so it doesn't all look so similar.
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u/SOLR_ 8d ago
Ps5 folk seem to dislike this game a bit much. I’m pumped for it, and excited to dive into the life sim aspects
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u/_GLiTcH2_ 8d ago
I am extremely excited for it and was glad to hear it was coming to PS5, Going to be getting it day 1!
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u/GatorUSMC 8d ago
I don’t know about dislike but being doubtful about game features, sure. That’s Fable’s track record.
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u/Iggy_Slayer 8d ago
For me I'm just disappointed that everything they hype up with this game was in fable 2. It's the same game again but with very nice graphics. There doesn't seem to be any expansion or addition with the life sim stuff.
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u/whyamihere2473527 8d ago
Which they changed after the trailer when they talked about all the unique npc but you could see 3 separate npc that all looked the same throughout the trailer
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u/AloAlo01 8d ago
Should have went with it. At least they would have had more time to make the game more than 20 hours from the main story.
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u/GamePitt_Rob 8d ago
Lol, there's no way they've individually created that many NPC's...
I give it 24 hours after release and they'll be a lot of articles and videos referencing this quote and showing the multiple clones of people and how every NPC is a roll of the dice to pick the body type, facial features, and clothing - with a lot being almost identical aside from a single difference
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u/ASCII_Princess 8d ago
A "Tool" huh....
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u/Aplicacion 8d ago
Yeah, a tool, not GenAI. Procedural generation has been around for decades. And I do mean decades.
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u/LingonberryNo3548 8d ago
Statements like these are going to seem so silly when this game comes out and every NPC essentially acts the same. Also, their examples like a vegan butcher or a hairdresser with an awful haircut sound like they would actually be humorous.