NOTE: The game will also have 3rd person capabilities. What do you guys think about this upcoming RPG? Any Daggerfall fans in here? 🐺 Become a Member - ua-cam.com/channels/i3RdvCWYMzdF-iUgG_0xLQ.htmljoin 🐺 🔵 Discord (free) - discord.gg/4GyD7ZR GOG Link - af.gog.com/partner/Wolfheartfps?as=1676346721 NOTE* Any game purchased even if not on my personal GOG partner page will support the channel (up to 7 days after clicking the link) Socials - Follow my Twitter - twitter.com/wolfheartfps Instagram - instagram.com/wolfheartfps Support the Channel 🐺 Become a Member - ua-cam.com/channels/i3RdvCWYMzdF-iUgG_0xLQ.htmljoin 🔴 Patreon - www.patreon.com/WolfheartFPS 👕Wolf Apparel Store - www.teespring.com/stores/wolf-apparel-7ua-cam.com/users/sgaming/emoji/7ff574f2/emoji_u1f43a.png
Ill say this, i commented on your last video about games not having good fist based combat, they responded to my comment in i think less than a day. Any Dev Team that actively dedicates their time to answering Random Questions on youtube comments of all things has my respect 10 times over.
Dear Lord I hope they can pull this off. A modern day Daggerfall would be incredible. I do have my doubts given the ambition of the project and my personal worry that the devs will be so stuck in the old-school mindset that they don't take full advantage of all the advances in game design that have occurred over the past few decades, but I would love for my apprehensions to be proven wrong.
One bad vibe I keep getting from Julian is that he is a "his way or no way" type person which might not to be all that beneficial for that project. There is a youtube video where he talks about sticking to his idea of x and never looking up how others have done x, bc he is so sure of that idea...
@@Kummitusv6lur Yeah I know Indigo Gaming used to be involved in the Wayward Realms and he left the project, talking about how the mindset of the team's leadership was very frustrating and stuck in the past. It's very concerning but I hope they learn.
@@JimDeFran thats a tough one becuz it depends on wut he means by stuck in the past becuz I mean seeing as its a spiritual successor to a crpg and how role-playing games have forgotten the roleplaying part these last 15 years things that were being expanded on mechanics from daggerfall could seem stuck in the past and a role playing focused rpg could seem stuck in the past, ik there using ue5 so it would be weird for the games visuals or animation to be stuck in the past, maybe combat but I mean combat in rpgs is never the best, if they said wut it was they were referring to id like to kno since if it's rpg mechanics that's honestly better the last 15-20 years has only been rpgs slowly forgetting wut an rpg is and y there good so idk its tough for me to think that's good or bad without knowing wut they mean by it
Modern day daggerfall? Daggerfall is a completely piece of garbage by todays standards. Back then it was great---a 'modern day' large world experience is a HAND CRAFTED world.
so some good news on this game: I was lucky enough to sit in on some dev calls and from what I've seen so far, you're not going to be disappointed. The P>G> system looks like it's going to know how long you've been walking and even though the world is huge, the percentage chance for random dungeons getting spawned increases with travel. I don't want to spoil anything, but the team regularly meets for hours and are definitely going for wow factor on the generation.
The Wayward Realms is a dream game for older gamers who appreciated the massive scope and ever-evolving nature of the game world that not only reacted to the player's presence and actions, but also its own dynamic AI politics that played out in the background and could affect the player at some point regardless of whether or not the player was aware of or wanted it.
Some people complain when there isn’t a dungeon crawling with monsters under every rock or tree. I on the other hand would very much appreciate a sprawling wilderness with hidden treasures.
Absolutely. I had more fun exploring the map and seeing things for the first time in games such as Skyrim and RDR2 than I did with the actual combat. Let's say hypothetically this game turns out to be everything they wanted. The absolute massive amount of exploration would be a dream come true. That sense of wonder and mystery is the best.
I don't like to fast travel. One of my biggest beefs with the Witcher 3 playing this way, is you can't go anywhere without tripping over mobs constantly. And worst of all, they're always the same eeeeee. So I am totally with you there. Random encounters need to be just that, random. Bethesda does a decent job but after a while you know where you'll get jumped but not by what. And it's a genuine surprise when nothing happens.
No, no more giant empty maps. This is why bigger maps have failed in the past. There doesn't NEED to be some sprawling dungeon every ten feet, there just needs to be enough content where we can't stroll around for an hour without ever seeing an enemy, solving some puzzle or otherwise left with nothing but scenery as content. Would love to see an RPG this size with the ability to renovate any ruins you come across to actively have a hand in expanding civilization, where you could come back later and see more people living there and seeing further expansions occur without your input.
Yes! We need more empty space to appreciate every encounter we have more. IN order to pull that off, the world, the nature itself needs to be pretty. Look at Sea of Thieves for example. People log in just to hang out because the world, water and islands are beautiful.
Skyrim is my favorite game of all time but about midway through playing it I started to get tired of entering yet another Dwarven ruin full of enemies and traps and puzzles and longed for more normal content out in the world and cities.
I played Daggerfall for 1000s of hrs back in the day.. The original Diablo was one of the games that broke me off of it. The sheer size of some dungeons and random amount of quests everywhere was addicting.. I was constantly running off doing rando things for guilds and people everywhere.
Although it is a different genre, I think 7 Days to die is an example of a game that creates a good gameplay loop using procedural generation. You can create an entertaining landscape through sheer quantity of variation in gameplay mechanics which ARPGs have, in a way, done something comparable with only loot and monsters. You can't beat handcrafted worlds, but with sufficient mod support people could gradually insert their own and build upon it for eternity like NWN1 or Skyrim. Modern day benchmarks for procedural generation they'd have to beat are No man's sky and Daggerfall unity.
@@serenedevil6798 7 days to die is a game that creates a decent procedural world. But also it has ZERO STORY--it's 100% a pointless game other than to just survive. That's the major issue with it---the gameplay loop is awesome, but at some point you ask "Why am I doing this?". Now turn that into a MASSIVE world, a thousand times bigger---and your labor will be spent doing absolutely nothing. This game will not be successful.
I agree with the OP. Procedural generated huge worlds isn't generally compelling in lore-driven RPGs and seeing it touted is very 2015-ish. Are there games and genres where it works fine (No Man's Sky or Minecraft)? Yes, because the core game play loop isn't about the worlds. But in a story driven RPG? Procedural generation doesn't create emergent gameplay, it creates boredom. Instead of a tasty breakfast, you end up with 10,000 bowls of plain oatmeal. With a world that large you can't create enough unique encounters or assets to keep a player entertained.
Lotta folks stumbled into a genre they dislike! If you haven't been fascinated by computers creating world since you were young, I can see how it'd miss you.
Thank you for putting 3 red arrows on the thumbnail indicating the different directions that the character can go to further illustrate how massive this world is. Without your help I wouldn't have known how vast this game world truly aspires to be
Absolutely impossible to see what is going on in the thumbnail without arrows. I wish he would also have included on pointing to the skeleton as I had a very hard time seeing the skeleton without an arrow. I honestly think he could also have added an arrow to the mountain range too, but I guess that one is more debatable.
The game is directed by ed Peterson, Julian LeFay & Vijay Lakshman , the three men that were the lead developers of The Elder Scrolls 2 Daggerfall. They left Bethesda when it was clear that Bethesda wanted to make smaller size rpgs instead of giant epics.
I loved Daggerfall when it came out, but the world, while huge, felt pretty empty. The NPCs were so hollow, for example. They will have to do a lot better than that for this game to be a success; I hope they pull it off.
Well, to be fair, the technology exist to make for a better world and for better NPC’s. If they are wise, they will make it happen. But if they are unwise, they will make it repeat the same problems Daggerfall had, a boring expanse that, while cool, really could be used for something else. Why should something be so big if it doesn’t have anything in it to get you excited about? Why should every region in a forest look the same? Why shouldn’t there be wild animals all over? I’m not saying that there should be a wolf or a bear or a giant spider behind every tree or behind every ten trees, but here and there, the forest should be sprawling with life, both predators, herbivores and omnivores alike. This project could end up a flop or an immense success. Time will tell. It looks and sounds promising.
Small point. Medieval warhorses weren't the huge shire-horse-esque behemoths we think they were. Even the Destrier, the "king of warhorses" wasn't bigger than regular horses, they were just more heavily muscled, but this enabled them to stop and turn faster, not carry more. Plate armour, particularly high quality, well-tempered armour, also wasn't as heavy as we imagine, typically between 15 to 25 kgs, which is less than a modern infrantry soldier carries. So warhorses didn't have to be big, they needed to be fast and conditioned not to panic. Just thought I'd share that.
I am intrigued, but 220k square kilometers is insane. I can't even begin to imagine how they can fill that up with meaningful content. I hope to be happily surprised, however!
Content is my big worry when it comes to that project. Because the worry is that I feel that we might end up a fancier and better put up Daggerfall that is has the same problems of sameyness and lack of variety taht Daggerfall has, where content wise you have seen one town, you have seen all of them. Same with dungeons. The layout or enemies might vary, but will there be anything that sets the dungeon itself apart, some story of it own etc.
Don't expect it to be absolutely crammed with stuff like a modern Elder Scrolls game or a Ubisoft open world. It will be mostly open wilderness. You COULD walk manually from place to place, but that would take hours. Expect some kind of fast-travel system, and expect to use it a lot.
@@The8bitbeard And this is one of my worries. balancing open space and content density is always a tricky thing. Realistic distances and the way they generate things will probably mean that it's going to be pretty much meaningless to go exploring or try to "slow travel" anywhere. And the designer part of me wonders what is even the point of overworld then,
Great video! Glad you are excited about our project. While we are still fairly early in dev, we are making much more progress than some may think. Our dev team is full of passionate people, and that passion and love will be palpable within the very game itself.
I'm definitely keeping tabs on this one. Looking forward to a few years down the road when we know more and can anticipate a release. Fingers crossed for you all.
I don't get hyped anymore about these things. Most of the time you get one or the other. Big map vs good running game. Graphics vs gameplay. Big map sounds good. But if it's a multiplayer with 30 people per server, you hardly ever going to see another player. If there are 40k players running around, the lag is probably going to kill the experience. I'll buy it when it's been on the steam workshop for a couple weeks and most "player" reviews are positive. I know better than to trust developers and/or so-called game journalists.
@@benanders4412 Giving the game a chance and being hyped for a game are completely different things for me. Learn to go into things with low expectations if you know that you might just get burned.
Crafting systems are... tricky. In my opinion a crafting system shouldn't be forced into a game just because the game looks like it could do with one. It needs to make sense and work well with the game/playstyle. Heck, maybe it doesn't even need a crafting system, sure it would be fun, but if it gives surface level benefits then it's probably best to leave it.
The fact that these dev's were once the designers behind the early Elderscrolls games is more than enough reason for me to have faith in what they are doing in this new project. I can't wait to see this completed, and learn how it works.
For those who didn't play Daggerfall, 200,000 km^2 is about the size of Nebraska. That means this game's map will be larger than 34 states in the US. If you've ever been to Nebraska you'll know it's hard to occupy all that space with interesting stuff aside from farmland, creating a challenging problem for the devs.
@TurdFurgeson571 Who gives a shit about Nebraska? Does Nebraska have fantasy monsters? All the devs have to do is institute a random emcounter system. Ye of little imagination.
@@anon_laughing_man You are not understanding the scale of the problem. So you just want to fight random monsters over and over again as you traverse across the state? Unless you're into trucking sims and the like, I would see that getting old. Fast. Even if you are talking about random encounters in the way the Fallout games do them, the devs will have to fill all that space with random encounters. Meaning they will have to script nearly 20,000 encounters. 20,000 unique stories about the goings on in this world. That alone would be a hell of an undertaking. "Nearly 20,000," you ask? Yeah. Consider using FO 4 for reference. There are about 150 random encounters across 40 km^2, meaning 3.75 random encounters per km^2. Since Nebraska is *_five thousand_* times larger than the FO4 map, we say 3.75 x 5,000 to get 18,750 random encounters. Are you beginning to appreciate the sheer scale of the problem we're talking about here? More ranting and raving inbound. OR. If you want to recycle the same 150 encounters 5,000 times, how bad will that suck encountering the same "random encounter" over and over again? This is the repetitive random monster problem again, with extra effort.
@@TurdFurgeson571 well, people aren't going to be exploring everything, that's the point. Almost the whole time playing will be in the dungeons and villages/cities.
I love the content you put out. Knowledgeable, fun, dry, witty humor… that kind of personality speaks to a lot of people, especially us nerds. Keep doing what you’re doing!
If they are doing run time procedural generation and everyone sees the same world then multiplayer is possible. You need to share several things to everyone close to you: XYZ + facing, speed, item in hand, animation flag, health, clothing flag. The last one is the hard one. One other thing is needed a looted changed flag on locations with a timer. Though some games do not do that. all players can loot the same container at once.
While I'm skeptical they can pull this off, I respect their ambition. I wish more devs would shoot for something that's never been seen before, rather than soulless, paint-by-numbers, rehashes.
One of my big issues with Starfield (now that it's out) is that having 1000+ procedurally generated planets ends up feeling too daunting and uninteresting because almost all of those planets have nothing interesting to offer. It feels like Bethesda placed higher priority on quantity instead of quality. One of the reasons why Oblivion, despite not having that massive of a world map compared to an entire planet in Starfield, feels so packed with interesting and fun content is because there's not heaps of empty space between every point of interest. In Oblivion, if you walk forward in any direction, you will find something or somewhere interesting, sometimes ten times over. In Starfield, if you walk forward in any direction, you will find land, land, more land, land, some enemies or people, land, even more land, and maybe a point of interest. Multiply that by 1000 and you have a shallow triple A game. My hope for The Wayward Realms is, for a game taking place on a mostly procedurally generated planet, that it does not feel like a barren wasteland of environmental tech demos, but that it is jam-packed with fun dungeons, cities, and things to actually DO. That, by focusing on 1 planet instead of 1000, it will be more interesting and engaging. Please let The Wayward Realms be GOOD, not bland. Please let the procedural generation ENHANCE the experience, not dictate its quality.
My main worry with large worlds is the emptiness. I know it reflects reality to an extent, but this is a game not real life. That was my biggest gripe with Outward. Amazing game, great story, decent combat, empty world.
if i made an open world rpg i would probably set it on a very urbanized island. or perhaps a gigantic city. it's fantasy after all. each npc would have a schedule and a rudimentary personality system. credible ecology with prey and predators. and actual econony even in regards to magic or faith. and credible power scaling. people should be in awe and fear of a powerful caster. well never going to happen unless an ai codes it.
empty space is very important to emphasis the areas that are used. although it should be scaled with how fast you are able to traverse the landscape, of course.
@@comyuse9103 It's in how it's used. Open space is fine if the places with stuff to do have more than like a handful of bandits or something like that.
@@Skenjin It's only empty if it's devoid of content. If there are certain types of resources like alchemy ingredients only found in certain regions or certain factions have control in one area and you may run into situations with them depending on your reputation with the faction. Encounters with dangerous wild life or cultists summoning demons. If there are interesting things happening in the "empty" space you start to appreciate the down time a bit more because you could run into a dangerous or bizarre situation at any given moment. Another option to help is having a type of fast travel that works by speeding up time for your character that auto pauses when you find a point of interest or run into hostiles.
What I'm hoping from this game is that the devs can live up to most of their ideas they want implemented, especially the idea of an artificial DM. As well as making the Procedural gen feel less artificial as has been seen in past incarnations of it. In the notable instances where PG has ben implemented, it often feels more like a gimmick, than a actual system that the devs took time to care for and flesh out.
This is what I loved doing in Skyrim. Just walk through the mountains and discover little side quests. I didn't care for the storyline. In fact when I realized the dungeons are being blantly reused i got even more disappointed with main quest. But first 100 hours were magic
It's exciting and scary at the same time. Imagining something like this puts fire in your heart but if they fail it will be something to deal with for years, in the worst way.
I hope they have a text file with constants, one of which is "sandardSeed" with a comment saying not to change, or that it must always be some value so all worlds are the same. xD
The difficult thing would be how they keep the content fresh, is there enough dynamic elements to stop it feeling repetitive. But Daggerfall still is playable and if they make it moddable people may add lots
I literally shouted yes when you said this was made by the same devs from daggerfall. My fav rpg ever and I'm currently replaying it for the gazillioneth time on daggerfall unity.
I will start off by saying i am very interested in this game, believe in the design philosophy and hope they achieve everything they set out to do with it. I feel like it's probably an important note to make that the "Exceeding expectation" statement is most likely only directed to the target audience (More traditional old school rpg enthusiasts) as i can easily see this game being considered a flop by most other audiences. This tends to happen with highly focused games, where the non-target audience mistakes a lack of accessibility to a lack of quality.
I can't wait for the time when technology allows for fully procedural generated games in every aspect, from worlds to npcs, to quests, all while having great visuals. So far the only game that has this level of depth (but that lacks visuals altogether) is Dwarf Fortress
I think that this game is going to be a marvel in technical sense and devs will and are very excited about it. However, I think that wast majority of players will have mixed feelings about it. Most RPG gamers will try it for sure but I believe it will be some sort of a niche or a specific audience. I am personally vey interested in this game but I will keep my expectations tempered.
Ohhh man, just immagine how awesome this Game will be if it manages to deliver what it promisses. And also, if it manages to impliment a (at least) "two player" - experience in this world, I am instantly buying 2 copies of the game!
Arena and Daggerfall are two of my all-time favorite games! Even if these guys don't actually manage to "exceed expectations", if they just manage to live up to the legacy of those earlier games, it will be worth the money!
Strangely, that 'exceed expectations' part caused a small, what I can only call a minor seizure, where my eyes started rolling up and around for some reason. Anyway, never heard that one before. Can't wait to see something that exceeds my expectations. The scope may be larger but I think people will not be able to help but compare this to Valheim. I started thinking about it well before the end of the video. I'm hoping for a sandbox experience like Valheim.
This is really awesome. I'd love to see a game like this where a plague or war could procedurally spread and lead to cities being damaged, run-down and abandoned only to be rebuilt (With help from the player through completing quests!). A man can dream... Maybe in the next decade AI will allow such a thing, or something even greater.
I AM OKAY with empty spaces. A living breathing world isn't completely filled with content. IN an old world, you will have a lot of open grass lands, huge farms, etc. You ca'nt have it pack with content. It just wont feel right. skyrim around every corner is a dungeon, cave, settlement, town, city, or mob to kill/loot/whatever. it just doesn't feel alive. meanwhile if you have that travel time to reach places, it makes more sense. The RNG procedural stuff is done by the developers. And then that finalized map is then populated with story and quests. so yes, everyone gets the same world. it would be nice if we could randomly generate a world everytime we start a new character, but that is still a little ways off technology wise.
I've been thinking about it for awhile, and though I know at their heart the original swath of MMOs were based on MUDS, I imagine Daggerfall was the game most of the those developers were actually playing on PC when they started work on their own projects. The idea was that Daggerfall didn't really have an end. You could live in and engage in this world almost in perpetuity.
To think I have comments where people are arguing about procedural generation vs hand crafted where they spot the 100 person crew handmade skyrim as evidence that drag and dropping stuff from their layout editor is better than learning programming. :D :D :D
I figure there's a balance to be had. Proceduralism and systems can offer a great depth and creativity to gameplay, but what really gives a world its texture is finely-crafted narrative. And narrative is more than just writing; it's the story you're telling through your world design. If the world is excessively large, it may be difficult to provide relevant hooks or interesting details. I'm very curious to see how this turns out.
@@mrhellinga9440 scam implies that it's malicious. I've been on the discord for years and I can tell that if it fails, it certainly wouldn't be intentionally to get money.
I do think people should tamper their expectations, however as someone who played through quite a bit of Daggerfall Unity, I love this style of game. It makes you feel like a wanderer traveling the countryside and doing quests. If they recreate that same feel from Daggerfall with better visuals i'm there.
Even if they pull off the world generation, the gameplay needs to be excellent and varies in order to keep players playing long enough to experience even a small potion of it.
I want an RPG like this in which the unusual and rare is ACTUALLY unusual and rare, not common and simple to trip over. I don't want a goblin den every 100 yards. I want wilderness to be actually wild, not a theme park I can walk out of in five minutes. A huge open world to most players means "more room to pack things in". Any empty space is "boring". Go play Oblivion then, there's a rare magical mystical or undead beast around every third tree.
I'm semi-optymistic but also I'm not hyped (yet) Project of this scale and ambition is huge underkaking for a small team so I'm curious just how they'll mange to fill it out with content. To give perspective - Hate Blizzard all you want but Diablo team had one of the best procedural generation technology in the industry... but it took them 20+ years of experience to make it better and better.
maybe its just me but I feel like this looks just like dagger fall just with newer tech, like if you just ported it into unreal 4 and gave everything full 3D textures and animations thats what this game looks like
tbh i dont want to be that guy but this sounds way to ambitious, we have to see. about the map size, over 5000x the size of skyrim is just madness. why? for what? there wil be so much empty space, i dont get it why people even want that.
If done correctly you would hope that the procedural generation systems would not allow for "empty boring" space unless it makes sense in certain parts of the landscape. Whether or not that will happen with this game, or if the technology can even do that, we will have to wait and see. I don't think the goal is to create a game of emptiness though, even if that ends up happening haha
@@WolfheartFPS Remember no man's sky? They promise auto generate worlds with infinite planets And see what we got....a lot of boring planet 'auto' generate So I kinda skeptical about this This is the reason why so many big dev not implement it yet big world=need big effort+big content
People keep saying how it's impossible to make a game of this scale which is still entertaining, even though Daggerfall already did so quite well like 28 years ago or something, if you really don't understand how it could work just play DFU is all im saying
Idk my expectations have Never been lower. Any thing Close to daggerfall would be a Massive step up to Anything bethesda has done save marrowind and mods.
"Adventurer, I've gotten word of another village that needs your help!" Okay seriously though, I think it's really easy to go negative on coverage of a game where the size of the procedurally generated world is the main selling point. But I like the optimistic perspective in this piece of reporting, and I'd watch a follow-up piece. Nicely done.
it's a REALLY bad selling point when devs have this notion that procedurally generated worlds are a selling point. Procedural generation is the half-assed fix for companies who can't successfully make meaningful content. "more" is not better. Better is better.
@@neepers agreed. I am interested though to see how good they can make the procedural generation like what kind of parameters and assets to be used and what arrangements and such. If it's just the same town/buildings everywhere then nope.
@@neepers also if they have tens of thousands of lines of text for quests and conversation. I dunno. I *know* it will be bad but I'm excited to see what they do.
@@GameTimeWhy agree! I'm hoping for the best, but lets be realistic, with a small company, they're trying to make what is basically the largest game EVER, where the content is procedurally generated. Small teams struggle enough trying to make a small sized world filled with meaningful content. So their priority is 'huge size', rather than 'meaningful experiences'. I think it's pretty obvious that it'll bomb, but I'm hoping that it doesn't! I can't quite reconcile the idea though that these guys seem to think that the market really wants procedurally generated worlds.
@@neepers It's clear you haven't being much attention to recent advances in both dumb algorithms and in smart AI so your vision of what's realistic is in fact not realistic at all as its very outdated (like legit it's to the point where minecraft alpha is where you think procedural generation is at nowadays). Just wait, this game will be the first of many future games to use procedural generation to make truly meaningful content. It might not be the best as it is the first, but it will be a glimpse into the future.
I played a lot of daggerfall and I can tell you their first Dev log is basically daggerfall level generation in terms of dungeons and houses. So it's impressive
Hadnt heard of this one, thanks for featuring it. Loved Daggerfall regardless of the bugs, very ambitious for the time, seems they haven't lost that ambition, hoping they can pull it off 🤘
I worry that quests may also be procedurally generated, in which case 90% of quests are some version of "Go kill some bandits in a nearby hideout" which gets dull pretty fast when that's all there is. Alternatively, if the quests aren't almost all procedurally generated, we're looking at literally tens of thousands of hours of handcrafted content, which means the game will end up stuck in development hell for the foreseeable future AND end up requiring an ungodly amount of disk space. Funds will likely dry out before such a game would ever be released and even if it is, how many people would realistically have the build to actually install it, let alone play it? I want to be more optimistic, but other recent games that were supposed to surpass all expectations come to mind. Even from studios that up until then had a good reputation. Of course there is a difference between what's being promised in very early development and what ends up being released. I hope they will downsize the project somewhat and focus on quality over quantity. Right now the opposite seems to be the case. Besides, the developers may be pioneers, but what guarantees us they have the experience to release a modern game?
I feel like daggerfall, in 96, was quite good at doing procedural quests. Not every quest can use the environment as well, but it doesn't mean the writing is bad.
@@11th_defender51 recognizing the difference between ancient game design and genre = smart. Not recognizing that procedurally generated worlds is a faded legacy = dumb.
It kinda sucks that the world isn't always random but at the same time it's really big and everyone playing in the same world wi help with walkthroughs
If it's a spiritual successor to Daggerfall I hope that means they'll keep the scantily clad ladies 😁 In all seriousness though this game sounds exciting. My gamer friends and I have often discussed what future RPGs will look like and we agreed that they need to have procedural generation and AI to keep the game interesting. One of the main reasons RPG's are exciting is because of the exploration and surprise rewards, yet the internet has changed the game experience with their guides and builds and mods. Hopefully this game will bring back the mystery and excitement of the unknown and unpredictable.
"If its a spiritual successor to Daggerfall I hope that means they'll keep the scantly clad ladies": Probably not, as one of the writers, Ted Peterson seems outright embarrassed by the old-school design of females. To the point of calling Arena's artwork "sexist" and apologizing for it. Which does suck, I don't think people should be chastised for their artwork. That said, he has also stated they might implement "tasteful nudity" siting games like The Witcher in reference. That said, I'm hoping for the best from them.
@@lazilycatharticone4191 Thanks for the info. I always find it amusing when men assume portraying sexy women is sexist. Every female friend I have, including my wife, prefer playing sexy characters. They used to spend hours finding specific sexy outfits in MMORPGs. I'm not saying all women feel the same way, but it shows how they're only listening to some women and ignoring others. I guess that's how it works in our culture today - catering to the "offended". I guess this is why modding has become so popular. Thanks again for your insight!
@@Madkingstoe aye that is a good observation. Many women dress themselves loosely, in fantasy and irl. Likely for the same reason many women would dress loosely or put on make up in real life. For fun or to feel an external form of validation from the people around them. But like I've said, I'm still hoping for something decent, its a wait and see for me mostly.
Around 8 minutes 25 seconds, like that part in privateers hold in Daggerfall. There would be an archer on the other side of that table. To the left is a door to the giant hall, where a skeleton and bat reside.
What this game needs is a powerful AI running in the cloud that generates interesting content wherever you go in this large world. If you just go with random procedural generation, that will lead to sameness all over the vast world. Those buildings and dungeon interiors look right out of Daggerfall. I recently replayed Daggerfall and had a lot of fun, but I hope that this exceeds my expectations which is a Daggerfall like game with better graphics.
I remember a Firaxis game called Spore that did this. It had a character, building, vehicle, spaceship etc creator that downloaded another players creation and populated planets with architecture and species. It would be simple for a player to be able to have a filter for creators they like that keep it immersive
Now this is my type of game. A huge world to explore and get lost in. Hopefully it will be properly populated in a way that makes sense. Now if someone could make a superhero open world rpg like this, I'd probably just explode.
Whenever "procedual generation" is mentioned, the experience is always subpar and "mechanical", not immersive at all. I always prefer hand-crafted stuff. I also don't like the 1st person only thing, at this time and age it shouldn't be difficult to do what other studios have always done and give the player the perspective choice: I don't find 1st person perspective more immersive at all. Besides it's much easier to add 1st person perspective on a 3rd person perspective game than the other way around. Lastly, I like indoors more than I do outdoors in RPGs. It's easy to make a vast world because it's filled with generic vegetation or snow, or some such. Whilst indoors a lot of details have to be taken into account (imagine an entire residential building where not many assets should be repeated; not to mention the huge amount of NPCs living in proximity, so they shouldn't be copy&paste work either). Otherwise some premises show promise. We'll see how that goes, but I doubt to the moon this game will get anywhere near what Baldur's Gate III is building up to be.
This may sound a little off but I think minecraft did a good job of that. Sure it does feel like it’s based on our world (there’s basically no travel at all between different settlements) but it still feels like it worked out pretty well otherwise. Though, Minecraft is a game that also feels more like a game than an “experience” like an rpg is. So maybe it inherently gets leeway.
4:30 one worrying thing is if you go frame by frame (with , and .) you see this isnt actually seamless. There are cuts in the video of where they load different scenes. First when the clouds disappear (and the world location xyz in the corner disappears), and another later on. Not expecting Star Citizen here, but i do expect a fair video showing the zoom out to some extent without edits.
There's a lot of shite proc gen games out there for sure, but it will be interesting to see what these guys can do with their knowledge of RPGs combined with modern technology. Defininitely would avoid becoming "overhyped," but I'm not counting these guys out just yet.
I’ve been saying for years that Hello Games style of various procedural gen planets ecosystems should be combined into a single world. Add in handcrafted areas plus randomly generated content, and allow the player to explore an entire, varied, diverse world, the actual size of a planet, and find all those handcrafted AND proc gen areas. It would be amazing imo.
The idea this game is so huge it's impossible to have a complete walkthrough, people who find amazing unique dungeons full of treasure that will be shared in forums in virtual tales from a tavern bar stool. I think this side affect of such a vast game will keep people searching as long as the content feels fresh.
Well, now we will have quite a competition and comparisons when games come out. Starfield, Avowed, Outer Worlds 2 and this. Let's see who has bigger and better pipi :D
They really need to outsource the assets to get multiple styles for multiple geography's. It is the true key to whether something feels natural or not.
As a game developer working in the Industry this project has all the classic red flags of wouldn't touch with a 10ft barge pole. 1. Using "legendary industry veterans" to build Hype when in actual fact these guys should be a detractor from the possible positive outcome of this game. Julian Lefay doesn't have a single game credit since 1997 and the only really notable work Ted Peterson has since elder scrolls is as a designer on Star wars battlefront 2. Things have changed a lot since 1997, like A LOT. So I would have far more confidence if the project was being headed by people with actual relevant and recent experience. 2. They promise very ambitious goals for this project, stuff most AAA studio's with a budget in the millions wouldn't attempt due to the scope 3. Coming back to point 2, checking to see if they could potentially have the budget to achieve this, their website in the careers section state's they are looking for Volunteers to work on their game..that alone should tell you everything you need to know. Even if the world is as big as they claim it will be, They simply don't have the budget or man power to make these vast areas interesting for players. I can't find anything on them asking for donation's or money so I don't think they are being deliberately malicious or scammy with this project like so many other developers out there. I just don't think they are completely aware of the limitations and feasibility of modern technology but I hope they can prove me wrong and pull this off and wish them all the best.
5400x the size means nothing unless it's accompanied by 5400x the CONTENT. And that means 5400x the writing, voice acting, scenario building, and level design. And that's assuming they all use the same assets and animations. So it's going to need a monumentally massive budget. This will exert a whole lot of pressure to make the game as "commercial" as possible. And that's assuming the whole thing doesn't end up being yet another vaporware disaster or scam like so many other games that promised big things. If they can pull this off, great. But beware of any sales pitch that tries to convince you that the product will have everything you ever wanted. They want you too hyped up to ask questions.
Wolf, thanks for the update on this game. When you first showcased it, I immediately put it on my watch list. The lore and visuals really caught my eye! I'm hoping that the game "exceeds" my expectations!
It's wild to me that now The Elder Scrolls essentially has an unofficial fork from the series just like Fallout does with Wasteland (although Wasteland came first and Fallout was a spiritual reimagining of it). I'm really excited to see if The Wayward Realms lives up to the hype, as Daggerfall has one of my favorite dungeon crawling elements in any RPG I've played.
I've had my eye on this project since it was announced. I'm pretty hyped for it, especially the dynamics in the storytelling. Will we get an actual procedural story that reacts upon our actions? Time will tell. Next to The Elder Scrolls 6, this is the game I'm most looking forward to. If it works out, it could be so big.
Daggerfall was amazing, overshadowed by morrowind and of course TESIV+V , but it was truly the beginning of challenging , open ended RPGs with a massive explorable world . If this same studio could make this work I would love to see them pull off a Daggerfall MMO.
As a gamer I see the world in a very different way from most I guess. Cause when I here of tech that allows for such vast worlds I always see the potential of other tech to complement it. For example when other people think of advancements in Ai like Ada who recently gave testimony in the UK as to how she can now create completely unique artwork. They think of how Ai can crunch numbers and advance tech for humanity to reach distant stars. But I think of how an Ai like that embedded in a game this vast could populate it with generated quest lines to rival the writings of Tolkien in seconds, solving the emptiness of procedural worlds using the assets available to it in game. it could create characters and backstories in moments creating new and interesting characters from randomized heads bodies and hairstyles. You could end one main campaign and receive a message from a messenger to start a whole new unique campaign that nobody else may ever see in their own copy of that game. It would be like having your own personal narrative developer embedded into your game as a GM with the ability to create complex stories in an instant. The game could essentially be endless narratively. The only constraints would be the art and assets in the game that it could use for locations etc. Now I may just be a weirdo for thinking this way. But I can only imagine the kind of games distant generations will be playing if that were to ever become a reality. We may not be able to conceive of it today. But in the past when people were playing pong and packman, they would probably have never conceived of Red Dead Redemption 2 being possible.
Many comments are saying a big map doesn't matter. In some cases that's true but if you'e been following WR, the map will be important to the game. Cities will be realistically sized, as in rows and rows of homes, hundreds of villagers, shops, taverns, stables, all realistically densified. And rather than fast travelling to the next town over, you can ride a horse and plan the journey that will take many in game days, and a virtual dungeon master will keep that journey interesting. If all goes to plan this could be a really fun game to sink a lot of time into. Disclaimer: This is Unreal Engine 5 and not pixelated like Daggerfall so who knows if the game will allow hundreds of NPCs in one city but time will tell and we can at least expect more density than most other RPGs.
Thx for reminding us about those games. I’ll be waiting for it. Can you please make more videos about these unknown rpg games? I have them all on steam wishlist, but it always a pleasure to watch your news about them.
We have seen ten thousands of these "incredible" tech demos over the years, the earlier in the development, the more likely it will stay as just a "tech demo trailer teaser pledge send us money it will be incredible change the world of gaming from a small dev team of three person thing"
Something I would like to see for games with maps of this size is better traversal. Breath of the wild gets around that with the shrines and towers (horses just can’t climb much of the terrain), ESO also kind of does this. Ark gets around that with varying creatures of considerable speed differences, some of which can fly and bring a house with them. If they let me fly a dragon or something (not “fly” a dragon like skyrim) then they’re going to get an inherent boost to me possibly playing because I love flying mechanics. Literally one of the best parts of ark is just flying the different creatures.
Please consider contributing to the Wayward Realms kickstarter campaign. They just launched on Kickstarter and game looks awesome with Unreal Engine 5 and their maximum stretch goal includes co-op multiplayer!
Creating or modifying spells seems a great deal like Elder Scrolls Arena. I confess that i enjoyed crafting my own spells. I can but hope that the world and quests are not too monotonous. I confess to being a tad bit confused as to how everyone will get the same world. I will just wait and see as the game becomes more complete.
You could do that in many of the older ES games. I made a spell in Morrowind that killed me even though I had god mode on. The custom class thing is straight out of Daggerfall
I’m all for this game if they can deliver what they are claiming 1. Giant background wars and battles independent from the player 2. World reaction 3. Large enough size that you can spend tons of time exploring 4. Stuff going on large open worlds often feel empty they need lots of stuff going on and places to explore or it will just be a 5k times skyrim and all it’s problems with empty areas littered with minimal encounters.
I'm definitely interested. I'll wishlist this and follow, and see how it turns out. I'm still a little skeptical since NMS and Fallout 4, 76, etc... so....I will reserve judgment and stay off the hype train. I will say, they have the chops to pull this off, however, time and money are always the deciding aspects of any business project, and games are no different.
Interesting, I lowkey forgot about this game, but the devs have a good record. I really wonder just how full the world will feel and the necessity of it all. If they do give it a more 'Outward' vibe in regards to not holding your hand and letting you explore then it'll have to have a decent about of interesting content that makes you say "Ooh, what's that? I want to go explore that!" But, I'm always hype for a new RPG!
NOTE: The game will also have 3rd person capabilities. What do you guys think about this upcoming RPG? Any Daggerfall fans in here?
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Ill say this, i commented on your last video about games not having good fist based combat, they responded to my comment in i think less than a day. Any Dev Team that actively dedicates their time to answering Random Questions on youtube comments of all things has my respect 10 times over.
I played Arena and Daggerfall when they were first released. I also have Daggerfall currently installed.
If its 3rd person also I'm quite interested. Character customization is also a concern though.
I still play around with Arena and Daggerfall. Been an ES fan for many, many years! I have high hopes, though cautious optimism, for this title.
I hope it also Come out for xbox.
Dear Lord I hope they can pull this off. A modern day Daggerfall would be incredible. I do have my doubts given the ambition of the project and my personal worry that the devs will be so stuck in the old-school mindset that they don't take full advantage of all the advances in game design that have occurred over the past few decades, but I would love for my apprehensions to be proven wrong.
One bad vibe I keep getting from Julian is that he is a "his way or no way" type person which might not to be all that beneficial for that project. There is a youtube video where he talks about sticking to his idea of x and never looking up how others have done x, bc he is so sure of that idea...
@@Kummitusv6lur Yeah I know Indigo Gaming used to be involved in the Wayward Realms and he left the project, talking about how the mindset of the team's leadership was very frustrating and stuck in the past. It's very concerning but I hope they learn.
@@JimDeFran thats a tough one becuz it depends on wut he means by stuck in the past becuz I mean seeing as its a spiritual successor to a crpg and how role-playing games have forgotten the roleplaying part these last 15 years things that were being expanded on mechanics from daggerfall could seem stuck in the past and a role playing focused rpg could seem stuck in the past, ik there using ue5 so it would be weird for the games visuals or animation to be stuck in the past, maybe combat but I mean combat in rpgs is never the best, if they said wut it was they were referring to id like to kno since if it's rpg mechanics that's honestly better the last 15-20 years has only been rpgs slowly forgetting wut an rpg is and y there good so idk its tough for me to think that's good or bad without knowing wut they mean by it
Modern day daggerfall? Daggerfall is a completely piece of garbage by todays standards. Back then it was great---a 'modern day' large world experience is a HAND CRAFTED world.
@@neepers if u dont like daggerfall i think ur in the wrong place talking abt the wrong game
If they can generate fun, believable cities and dungeons, this game will be awesome.
They can't.
That's the biggest "if" I guess.
@@gamingtonight1526 I hope they have variety in the terrain and architecture to make it worth exploring the world.
@@yarpenzigrin1893 Citation needed
@@nadarith1044 Not.
so some good news on this game: I was lucky enough to sit in on some dev calls and from what I've seen so far, you're not going to be disappointed. The P>G> system looks like it's going to know how long you've been walking and even though the world is huge, the percentage chance for random dungeons getting spawned increases with travel. I don't want to spoil anything, but the team regularly meets for hours and are definitely going for wow factor on the generation.
The Wayward Realms is a dream game for older gamers who appreciated the massive scope and ever-evolving nature of the game world that not only reacted to the player's presence and actions, but also its own dynamic AI politics that played out in the background and could affect the player at some point regardless of whether or not the player was aware of or wanted it.
Some people complain when there isn’t a dungeon crawling with monsters under every rock or tree. I on the other hand would very much appreciate a sprawling wilderness with hidden treasures.
Absolutely. I had more fun exploring the map and seeing things for the first time in games such as Skyrim and RDR2 than I did with the actual combat. Let's say hypothetically this game turns out to be everything they wanted. The absolute massive amount of exploration would be a dream come true. That sense of wonder and mystery is the best.
I don't like to fast travel. One of my biggest beefs with the Witcher 3 playing this way, is you can't go anywhere without tripping over mobs constantly. And worst of all, they're always the same eeeeee.
So I am totally with you there. Random encounters need to be just that, random.
Bethesda does a decent job but after a while you know where you'll get jumped but not by what. And it's a genuine surprise when nothing happens.
No, no more giant empty maps. This is why bigger maps have failed in the past.
There doesn't NEED to be some sprawling dungeon every ten feet, there just needs to be enough content where we can't stroll around for an hour without ever seeing an enemy, solving some puzzle or otherwise left with nothing but scenery as content.
Would love to see an RPG this size with the ability to renovate any ruins you come across to actively have a hand in expanding civilization, where you could come back later and see more people living there and seeing further expansions occur without your input.
Yes! We need more empty space to appreciate every encounter we have more. IN order to pull that off, the world, the nature itself needs to be pretty. Look at Sea of Thieves for example. People log in just to hang out because the world, water and islands are beautiful.
Skyrim is my favorite game of all time but about midway through playing it I started to get tired of entering yet another Dwarven ruin full of enemies and traps and puzzles and longed for more normal content out in the world and cities.
The game doesn't have to be perfect. I just really want a modern daggerfall equivalent.
I love what I see so far.
I played Daggerfall for 1000s of hrs back in the day.. The original Diablo was one of the games that broke me off of it.
The sheer size of some dungeons and random amount of quests everywhere was addicting.. I was constantly running off doing rando things for guilds and people everywhere.
loved daggerfall but man, so hard to find your way out of those ddungeons sometimes
@@skmo7072 yeah the "map feature" didn't help at all, most of the times
Ah, diablo... people duping godly plate of the whale over and over, telewalk, hacked spells, Doomgaze... Good times.
I can't imagine a world that big being filled with meaningful content. A huge open world just isn't as exciting as it sounds.
Although it is a different genre, I think 7 Days to die is an example of a game that creates a good gameplay loop using procedural generation. You can create an entertaining landscape through sheer quantity of variation in gameplay mechanics which ARPGs have, in a way, done something comparable with only loot and monsters. You can't beat handcrafted worlds, but with sufficient mod support people could gradually insert their own and build upon it for eternity like NWN1 or Skyrim. Modern day benchmarks for procedural generation they'd have to beat are No man's sky and Daggerfall unity.
completely agree. It's garbage that nobody wants.
@@serenedevil6798 7 days to die is a game that creates a decent procedural world. But also it has ZERO STORY--it's 100% a pointless game other than to just survive. That's the major issue with it---the gameplay loop is awesome, but at some point you ask "Why am I doing this?".
Now turn that into a MASSIVE world, a thousand times bigger---and your labor will be spent doing absolutely nothing. This game will not be successful.
I agree with the OP. Procedural generated huge worlds isn't generally compelling in lore-driven RPGs and seeing it touted is very 2015-ish. Are there games and genres where it works fine (No Man's Sky or Minecraft)? Yes, because the core game play loop isn't about the worlds. But in a story driven RPG? Procedural generation doesn't create emergent gameplay, it creates boredom. Instead of a tasty breakfast, you end up with 10,000 bowls of plain oatmeal. With a world that large you can't create enough unique encounters or assets to keep a player entertained.
Lotta folks stumbled into a genre they dislike! If you haven't been fascinated by computers creating world since you were young, I can see how it'd miss you.
Thank you for putting 3 red arrows on the thumbnail indicating the different directions that the character can go to further illustrate how massive this world is. Without your help I wouldn't have known how vast this game world truly aspires to be
🤣🤣
Absolutely impossible to see what is going on in the thumbnail without arrows. I wish he would also have included on pointing to the skeleton as I had a very hard time seeing the skeleton without an arrow. I honestly think he could also have added an arrow to the mountain range too, but I guess that one is more debatable.
I too have never seen a thumbnail
@@TeamCykelhold I really wish there was one to draw my attention to the mountain range, or even the castle.
You're welcome :-D I do got pretty good arrows.
The game is directed by ed Peterson, Julian LeFay & Vijay Lakshman , the three men that were the lead developers of The Elder Scrolls 2 Daggerfall. They left Bethesda when it was clear that Bethesda wanted to make smaller size rpgs instead of giant epics.
I loved Daggerfall when it came out, but the world, while huge, felt pretty empty. The NPCs were so hollow, for example. They will have to do a lot better than that for this game to be a success; I hope they pull it off.
Well, to be fair, the technology exist to make for a better world and for better NPC’s. If they are wise, they will make it happen.
But if they are unwise, they will make it repeat the same problems Daggerfall had, a boring expanse that, while cool, really could be used for something else.
Why should something be so big if it doesn’t have anything in it to get you excited about? Why should every region in a forest look the same? Why shouldn’t there be wild animals all over? I’m not saying that there should be a wolf or a bear or a giant spider behind every tree or behind every ten trees, but here and there, the forest should be sprawling with life, both predators, herbivores and omnivores alike.
This project could end up a flop or an immense success. Time will tell. It looks and sounds promising.
I think at this point people would probably be very happy if just Daggerfall in current gen 3D, I know I would.
Small point. Medieval warhorses weren't the huge shire-horse-esque behemoths we think they were. Even the Destrier, the "king of warhorses" wasn't bigger than regular horses, they were just more heavily muscled, but this enabled them to stop and turn faster, not carry more.
Plate armour, particularly high quality, well-tempered armour, also wasn't as heavy as we imagine, typically between 15 to 25 kgs, which is less than a modern infrantry soldier carries. So warhorses didn't have to be big, they needed to be fast and conditioned not to panic.
Just thought I'd share that.
I am intrigued, but 220k square kilometers is insane. I can't even begin to imagine how they can fill that up with meaningful content. I hope to be happily surprised, however!
I am with you on the "hoping to be happily surprised" :-D
Content is my big worry when it comes to that project. Because the worry is that I feel that we might end up a fancier and better put up Daggerfall that is has the same problems of sameyness and lack of variety taht Daggerfall has, where content wise you have seen one town, you have seen all of them.
Same with dungeons. The layout or enemies might vary, but will there be anything that sets the dungeon itself apart, some story of it own etc.
Traveling will also be a issue
Don't expect it to be absolutely crammed with stuff like a modern Elder Scrolls game or a Ubisoft open world. It will be mostly open wilderness. You COULD walk manually from place to place, but that would take hours. Expect some kind of fast-travel system, and expect to use it a lot.
@@The8bitbeard And this is one of my worries. balancing open space and content density is always a tricky thing. Realistic distances and the way they generate things will probably mean that it's going to be pretty much meaningless to go exploring or try to "slow travel" anywhere. And the designer part of me wonders what is even the point of overworld then,
Great video! Glad you are excited about our project. While we are still fairly early in dev, we are making much more progress than some may think. Our dev team is full of passionate people, and that passion and love will be palpable within the very game itself.
You are game dev to?
@@lukaspaulius4790 Yes, I'm a writer/world builder and part of the media team.
@@Skullzi can you tell us more about the release date?
I'm definitely keeping tabs on this one. Looking forward to a few years down the road when we know more and can anticipate a release. Fingers crossed for you all.
You should definitely make it to where we can build a kingdom and conquer the world. And then burn it down when we get bored! 🤣
This looks promising. If it's going to be this big then I want to own stuff like a house and I would like a strong crafting system.
I don't get hyped anymore about these things. Most of the time you get one or the other. Big map vs good running game. Graphics vs gameplay. Big map sounds good. But if it's a multiplayer with 30 people per server, you hardly ever going to see another player. If there are 40k players running around, the lag is probably going to kill the experience. I'll buy it when it's been on the steam workshop for a couple weeks and most "player" reviews are positive. I know better than to trust developers and/or so-called game journalists.
@@benanders4412 Giving the game a chance and being hyped for a game are completely different things for me. Learn to go into things with low expectations if you know that you might just get burned.
Crafting systems are... tricky.
In my opinion a crafting system shouldn't be forced into a game just because the game looks like it could do with one.
It needs to make sense and work well with the game/playstyle.
Heck, maybe it doesn't even need a crafting system, sure it would be fun, but if it gives surface level benefits then it's probably best to leave it.
I can't even imagine a game of this caliber in VR. Since it's on UE4, "Praydog's UE VR Injector Mod" is a possibility.
The fact that these dev's were once the designers behind the early Elderscrolls games is more than enough reason for me to have faith in what they are doing in this new project. I can't wait to see this completed, and learn how it works.
this is the reasson others projects failed as meteors
@@viniciusschadeck4992 Exactly.
I felt that way for Underworld Ascendant.
@@jonq8714 Ultima Underworld was my sweet spot and the devs touched it inappropriately.
@@PTDeimos Ultima Underworld is still in the #1 spot of my all time favorite games. Not sure it'll ever get replaced.
For those who didn't play Daggerfall, 200,000 km^2 is about the size of Nebraska. That means this game's map will be larger than 34 states in the US. If you've ever been to Nebraska you'll know it's hard to occupy all that space with interesting stuff aside from farmland, creating a challenging problem for the devs.
Well yeah, but it's a fantasy video game, not real world. So there's many more options for stuff to fill the game with
@@marinhrabric6162 I think you're still not understanding the sheer scale of the matter. Please go take a quick drive through Nebraska.
@TurdFurgeson571
Who gives a shit about Nebraska?
Does Nebraska have fantasy monsters? All the devs have to do is institute a random emcounter system.
Ye of little imagination.
@@anon_laughing_man You are not understanding the scale of the problem. So you just want to fight random monsters over and over again as you traverse across the state?
Unless you're into trucking sims and the like, I would see that getting old. Fast. Even if you are talking about random encounters in the way the Fallout games do them, the devs will have to fill all that space with random encounters. Meaning they will have to script nearly 20,000 encounters. 20,000 unique stories about the goings on in this world. That alone would be a hell of an undertaking.
"Nearly 20,000," you ask? Yeah. Consider using FO 4 for reference. There are about 150 random encounters across 40 km^2, meaning 3.75 random encounters per km^2. Since Nebraska is *_five thousand_* times larger than the FO4 map, we say
3.75 x 5,000
to get 18,750 random encounters.
Are you beginning to appreciate the sheer scale of the problem we're talking about here?
More ranting and raving inbound.
OR. If you want to recycle the same 150 encounters 5,000 times, how bad will that suck encountering the same "random encounter" over and over again? This is the repetitive random monster problem again, with extra effort.
@@TurdFurgeson571 well, people aren't going to be exploring everything, that's the point. Almost the whole time playing will be in the dungeons and villages/cities.
I love the content you put out. Knowledgeable, fun, dry, witty humor… that kind of personality speaks to a lot of people, especially us nerds. Keep doing what you’re doing!
Thanks Justin. Always great to get some feedback.
Great video, thank you for the coverage!
Thanks! We're rooting for you.
@@WolfheartFPS we appreciate it!
I will buy you guys copious amounts of alcohol if your game is good @onceLost Games
@@jakemccoy2226 🍻
Wayward Realms is in my wishlist since your first video. We can wait ! Let's give the devs enough time to fill the game with I want most : stories.
If they are doing run time procedural generation and everyone sees the same world then multiplayer is possible. You need to share several things to everyone close to you: XYZ + facing, speed, item in hand, animation flag, health, clothing flag. The last one is the hard one. One other thing is needed a looted changed flag on locations with a timer. Though some games do not do that. all players can loot the same container at once.
Very well put. This should be pinned
While I'm skeptical they can pull this off, I respect their ambition. I wish more devs would shoot for something that's never been seen before, rather than soulless, paint-by-numbers, rehashes.
Daggerfall unity is a good port.
yeah same and the rpg genre in our country(not asian rpg) are kinda in a dead state
One of my big issues with Starfield (now that it's out) is that having 1000+ procedurally generated planets ends up feeling too daunting and uninteresting because almost all of those planets have nothing interesting to offer. It feels like Bethesda placed higher priority on quantity instead of quality.
One of the reasons why Oblivion, despite not having that massive of a world map compared to an entire planet in Starfield, feels so packed with interesting and fun content is because there's not heaps of empty space between every point of interest. In Oblivion, if you walk forward in any direction, you will find something or somewhere interesting, sometimes ten times over. In Starfield, if you walk forward in any direction, you will find land, land, more land, land, some enemies or people, land, even more land, and maybe a point of interest. Multiply that by 1000 and you have a shallow triple A game.
My hope for The Wayward Realms is, for a game taking place on a mostly procedurally generated planet, that it does not feel like a barren wasteland of environmental tech demos, but that it is jam-packed with fun dungeons, cities, and things to actually DO. That, by focusing on 1 planet instead of 1000, it will be more interesting and engaging.
Please let The Wayward Realms be GOOD, not bland. Please let the procedural generation ENHANCE the experience, not dictate its quality.
Kickstarter coming soon!!!!
My main worry with large worlds is the emptiness. I know it reflects reality to an extent, but this is a game not real life.
That was my biggest gripe with Outward. Amazing game, great story, decent combat, empty world.
I miss Outward
if i made an open world rpg i would probably set it on a very urbanized island. or perhaps a gigantic city. it's fantasy after all. each npc would have a schedule and a rudimentary personality system. credible ecology with prey and predators. and actual econony even in regards to magic or faith. and credible power scaling. people should be in awe and fear of a powerful caster. well never going to happen unless an ai codes it.
empty space is very important to emphasis the areas that are used. although it should be scaled with how fast you are able to traverse the landscape, of course.
@@comyuse9103 It's in how it's used. Open space is fine if the places with stuff to do have more than like a handful of bandits or something like that.
@@Skenjin It's only empty if it's devoid of content. If there are certain types of resources like alchemy ingredients only found in certain regions or certain factions have control in one area and you may run into situations with them depending on your reputation with the faction. Encounters with dangerous wild life or cultists summoning demons. If there are interesting things happening in the "empty" space you start to appreciate the down time a bit more because you could run into a dangerous or bizarre situation at any given moment. Another option to help is having a type of fast travel that works by speeding up time for your character that auto pauses when you find a point of interest or run into hostiles.
What I'm hoping from this game is that the devs can live up to most of their ideas they want implemented, especially the idea of an artificial DM. As well as making the Procedural gen feel less artificial as has been seen in past incarnations of it. In the notable instances where PG has ben implemented, it often feels more like a gimmick, than a actual system that the devs took time to care for and flesh out.
This is what I loved doing in Skyrim. Just walk through the mountains and discover little side quests. I didn't care for the storyline. In fact when I realized the dungeons are being blantly reused i got even more disappointed with main quest. But first 100 hours were magic
Explain "blantly." Is that even a word?
@@kiillabytez are you being a dick or just bluntly difficult ?
Yes most fun for me was just exploring, finding new places, little details here and there, random quests, sometimes just watching the scenery.
It's exciting and scary at the same time.
Imagining something like this puts fire in your heart but if they fail it will be something to deal with for years, in the worst way.
I hope they have a text file with constants, one of which is "sandardSeed" with a comment saying not to change, or that it must always be some value so all worlds are the same. xD
The difficult thing would be how they keep the content fresh, is there enough dynamic elements to stop it feeling repetitive. But Daggerfall still is playable and if they make it moddable people may add lots
@@jodargoofmaztica5071 "Where we're going we won't need mods!"
That's the goal of the VGM if they pull it off it will be a great game
I literally shouted yes when you said this was made by the same devs from daggerfall. My fav rpg ever and I'm currently replaying it for the gazillioneth time on daggerfall unity.
niceee
Aww man, dont get my hopes up xD I hope they also release a kind of creation kit, this game seems perfect for modding.
I will start off by saying i am very interested in this game, believe in the design philosophy and hope they achieve everything they set out to do with it. I feel like it's probably an important note to make that the "Exceeding expectation" statement is most likely only directed to the target audience (More traditional old school rpg enthusiasts) as i can easily see this game being considered a flop by most other audiences. This tends to happen with highly focused games, where the non-target audience mistakes a lack of accessibility to a lack of quality.
I can't wait for the time when technology allows for fully procedural generated games in every aspect, from worlds to npcs, to quests, all while having great visuals.
So far the only game that has this level of depth (but that lacks visuals altogether) is Dwarf Fortress
I think that this game is going to be a marvel in technical sense and devs will and are very excited about it. However, I think that wast majority of players will have mixed feelings about it. Most RPG gamers will try it for sure but I believe it will be some sort of a niche or a specific audience.
I am personally vey interested in this game but I will keep my expectations tempered.
Ohhh man, just immagine how awesome this Game will be if it manages to deliver what it promisses.
And also, if it manages to impliment a (at least) "two player" - experience in this world, I am instantly buying 2 copies of the game!
Arena and Daggerfall are two of my all-time favorite games! Even if these guys don't actually manage to "exceed expectations", if they just manage to live up to the legacy of those earlier games, it will be worth the money!
We all want this game to be amazing. Good luck, OnceLost Games!
I wanna play this game already I havent been hyped for a game in a good 7-8 years when this is near release I won't be able to contain my excitement.
Strangely, that 'exceed expectations' part caused a small, what I can only call a minor seizure, where my eyes started rolling up and around for some reason. Anyway, never heard that one before. Can't wait to see something that exceeds my expectations.
The scope may be larger but I think people will not be able to help but compare this to Valheim. I started thinking about it well before the end of the video. I'm hoping for a sandbox experience like Valheim.
This is really awesome. I'd love to see a game like this where a plague or war could procedurally spread and lead to cities being damaged, run-down and abandoned only to be rebuilt (With help from the player through completing quests!).
A man can dream... Maybe in the next decade AI will allow such a thing, or something even greater.
I remember when this happened in WoW
@@AC-hj9tv oh yeah, weren't that some random bug and players went with it and fully had to isolate and stuff
@@LewisLawlor those were the days lol
I AM OKAY with empty spaces. A living breathing world isn't completely filled with content. IN an old world, you will have a lot of open grass lands, huge farms, etc. You ca'nt have it pack with content. It just wont feel right. skyrim around every corner is a dungeon, cave, settlement, town, city, or mob to kill/loot/whatever. it just doesn't feel alive. meanwhile if you have that travel time to reach places, it makes more sense.
The RNG procedural stuff is done by the developers. And then that finalized map is then populated with story and quests. so yes, everyone gets the same world. it would be nice if we could randomly generate a world everytime we start a new character, but that is still a little ways off technology wise.
I've been thinking about it for awhile, and though I know at their heart the original swath of MMOs were based on MUDS, I imagine Daggerfall was the game most of the those developers were actually playing on PC when they started work on their own projects. The idea was that Daggerfall didn't really have an end. You could live in and engage in this world almost in perpetuity.
To think I have comments where people are arguing about procedural generation vs hand crafted where they spot the 100 person crew handmade skyrim as evidence that drag and dropping stuff from their layout editor is better than learning programming. :D :D :D
I feel like all cool games are many years away. I want these games now
2023 is gonna be a big year! Not too too far away
Play old games 👍(you will be overwhelmed with too many games to play)
I figure there's a balance to be had. Proceduralism and systems can offer a great depth and creativity to gameplay, but what really gives a world its texture is finely-crafted narrative. And narrative is more than just writing; it's the story you're telling through your world design. If the world is excessively large, it may be difficult to provide relevant hooks or interesting details.
I'm very curious to see how this turns out.
There will be handcrafted place like the big city
I'm so curious to see where this is going 😮. Seems like a difficult task but I hope they pull it off!
They won't. Map is to big, gonna be empty garbage watch.
this is gonna be a "how did this happen" video, where everyone is sad that they didn't see the scam, but now they do in hindsight
@@mrhellinga9440 scam implies that it's malicious. I've been on the discord for years and I can tell that if it fails, it certainly wouldn't be intentionally to get money.
There is no scam you don't even know what the definition of the word is@@mrhellinga9440
I do think people should tamper their expectations, however as someone who played through quite a bit of Daggerfall Unity, I love this style of game. It makes you feel like a wanderer traveling the countryside and doing quests. If they recreate that same feel from Daggerfall with better visuals i'm there.
Even if they pull off the world generation, the gameplay needs to be excellent and varies in order to keep players playing long enough to experience even a small potion of it.
this is a scam lol
@@mrhellinga9440how is it a scam if they aren’t accepting investment?
@@mrhellinga9440 So you are here using your ignorance in every comment you see and use the big word SCAM without knowing what it mean
scammaz @@JustBuyTheWaywardsRealms
I want an RPG like this in which the unusual and rare is ACTUALLY unusual and rare, not common and simple to trip over. I don't want a goblin den every 100 yards. I want wilderness to be actually wild, not a theme park I can walk out of in five minutes. A huge open world to most players means "more room to pack things in". Any empty space is "boring". Go play Oblivion then, there's a rare magical mystical or undead beast around every third tree.
@@EllaKarhu but do your local sqwirls have crossbows?
I'm semi-optymistic but also I'm not hyped (yet)
Project of this scale and ambition is huge underkaking for a small team so I'm curious just how they'll mange to fill it out with content.
To give perspective - Hate Blizzard all you want but Diablo team had one of the best procedural generation technology in the industry... but it took them 20+ years of experience to make it better and better.
true but technology and tips and tricks have improved greatly since then also
maybe its just me but I feel like this looks just like dagger fall just with newer tech, like if you just ported it into unreal 4 and gave everything full 3D textures and animations thats what this game looks like
tbh i dont want to be that guy but this sounds way to ambitious, we have to see. about the map size, over 5000x the size of skyrim is just madness. why? for what? there wil be so much empty space, i dont get it why people even want that.
If done correctly you would hope that the procedural generation systems would not allow for "empty boring" space unless it makes sense in certain parts of the landscape. Whether or not that will happen with this game, or if the technology can even do that, we will have to wait and see. I don't think the goal is to create a game of emptiness though, even if that ends up happening haha
@@WolfheartFPS
Remember no man's sky?
They promise auto generate worlds with infinite planets
And see what we got....a lot of boring planet 'auto' generate
So I kinda skeptical about this
This is the reason why so many big dev not implement it yet
big world=need big effort+big content
People keep saying how it's impossible to make a game of this scale which is still entertaining, even though Daggerfall already did so quite well like 28 years ago or something, if you really don't understand how it could work just play DFU is all im saying
And the combat sucks
Idk my expectations have Never been lower. Any thing Close to daggerfall would be a Massive step up to Anything bethesda has done save marrowind and mods.
"Adventurer, I've gotten word of another village that needs your help!"
Okay seriously though, I think it's really easy to go negative on coverage of a game where the size of the procedurally generated world is the main selling point. But I like the optimistic perspective in this piece of reporting, and I'd watch a follow-up piece. Nicely done.
it's a REALLY bad selling point when devs have this notion that procedurally generated worlds are a selling point. Procedural generation is the half-assed fix for companies who can't successfully make meaningful content. "more" is not better. Better is better.
@@neepers agreed. I am interested though to see how good they can make the procedural generation like what kind of parameters and assets to be used and what arrangements and such. If it's just the same town/buildings everywhere then nope.
@@neepers also if they have tens of thousands of lines of text for quests and conversation. I dunno. I *know* it will be bad but I'm excited to see what they do.
@@GameTimeWhy agree! I'm hoping for the best, but lets be realistic, with a small company, they're trying to make what is basically the largest game EVER, where the content is procedurally generated.
Small teams struggle enough trying to make a small sized world filled with meaningful content. So their priority is 'huge size', rather than 'meaningful experiences'.
I think it's pretty obvious that it'll bomb, but I'm hoping that it doesn't!
I can't quite reconcile the idea though that these guys seem to think that the market really wants procedurally generated worlds.
@@neepers It's clear you haven't being much attention to recent advances in both dumb algorithms and in smart AI so your vision of what's realistic is in fact not realistic at all as its very outdated (like legit it's to the point where minecraft alpha is where you think procedural generation is at nowadays). Just wait, this game will be the first of many future games to use procedural generation to make truly meaningful content. It might not be the best as it is the first, but it will be a glimpse into the future.
I played a lot of daggerfall and I can tell you their first Dev log is basically daggerfall level generation in terms of dungeons and houses. So it's impressive
Hadnt heard of this one, thanks for featuring it. Loved Daggerfall regardless of the bugs, very ambitious for the time, seems they haven't lost that ambition, hoping they can pull it off 🤘
Thanks for watching
would be interesting to know, if there were different starting points, beacause in a world this big this would make sense.
I worry that quests may also be procedurally generated, in which case 90% of quests are some version of "Go kill some bandits in a nearby hideout" which gets dull pretty fast when that's all there is. Alternatively, if the quests aren't almost all procedurally generated, we're looking at literally tens of thousands of hours of handcrafted content, which means the game will end up stuck in development hell for the foreseeable future AND end up requiring an ungodly amount of disk space. Funds will likely dry out before such a game would ever be released and even if it is, how many people would realistically have the build to actually install it, let alone play it? I want to be more optimistic, but other recent games that were supposed to surpass all expectations come to mind. Even from studios that up until then had a good reputation.
Of course there is a difference between what's being promised in very early development and what ends up being released. I hope they will downsize the project somewhat and focus on quality over quantity. Right now the opposite seems to be the case. Besides, the developers may be pioneers, but what guarantees us they have the experience to release a modern game?
totally agree. This game will fail because the devs are out of touch.
@@neepers liking a different genre=out of touch lol. That's really dumb logic.
I feel like daggerfall, in 96, was quite good at doing procedural quests. Not every quest can use the environment as well, but it doesn't mean the writing is bad.
@@11th_defender51 recognizing the difference between ancient game design and genre = smart. Not recognizing that procedurally generated worlds is a faded legacy = dumb.
@@neepers that's clearly not proven itself to be the case, with the recent comeback of no man's sky.
It kinda sucks that the world isn't always random but at the same time it's really big and everyone playing in the same world wi help with walkthroughs
If it's a spiritual successor to Daggerfall I hope that means they'll keep the scantily clad ladies 😁
In all seriousness though this game sounds exciting. My gamer friends and I have often discussed what future RPGs will look like and we agreed that they need to have procedural generation and AI to keep the game interesting. One of the main reasons RPG's are exciting is because of the exploration and surprise rewards, yet the internet has changed the game experience with their guides and builds and mods. Hopefully this game will bring back the mystery and excitement of the unknown and unpredictable.
"If its a spiritual successor to Daggerfall I hope that means they'll keep the scantly clad ladies":
Probably not, as one of the writers, Ted Peterson seems outright embarrassed by the old-school design of females. To the point of calling Arena's artwork "sexist" and apologizing for it. Which does suck, I don't think people should be chastised for their artwork. That said, he has also stated they might implement "tasteful nudity" siting games like The Witcher in reference.
That said, I'm hoping for the best from them.
@@lazilycatharticone4191 Thanks for the info. I always find it amusing when men assume portraying sexy women is sexist. Every female friend I have, including my wife, prefer playing sexy characters. They used to spend hours finding specific sexy outfits in MMORPGs. I'm not saying all women feel the same way, but it shows how they're only listening to some women and ignoring others. I guess that's how it works in our culture today - catering to the "offended".
I guess this is why modding has become so popular. Thanks again for your insight!
@@Madkingstoe aye that is a good observation. Many women dress themselves loosely, in fantasy and irl. Likely for the same reason many women would dress loosely or put on make up in real life. For fun or to feel an external form of validation from the people around them.
But like I've said, I'm still hoping for something decent, its a wait and see for me mostly.
Around 8 minutes 25 seconds, like that part in privateers hold in Daggerfall. There would be an archer on the other side of that table. To the left is a door to the giant hall, where a skeleton and bat reside.
What this game needs is a powerful AI running in the cloud that generates interesting content wherever you go in this large world. If you just go with random procedural generation, that will lead to sameness all over the vast world. Those buildings and dungeon interiors look right out of Daggerfall. I recently replayed Daggerfall and had a lot of fun, but I hope that this exceeds my expectations which is a Daggerfall like game with better graphics.
I remember a Firaxis game called Spore that did this. It had a character, building, vehicle, spaceship etc creator that downloaded another players creation and populated planets with architecture and species.
It would be simple for a player to be able to have a filter for creators they like that keep it immersive
They will ad what you litteraly described it's the VGM as they called it
Make it accessible via VR (seated in a chair, thank you). Make it intelligent. Make it so that choices matter.
Now this is my type of game. A huge world to explore and get lost in. Hopefully it will be properly populated in a way that makes sense.
Now if someone could make a superhero open world rpg like this, I'd probably just explode.
I love his confidence and drive. Making a winning game needs this level of passion and confidence.
Whenever "procedual generation" is mentioned, the experience is always subpar and "mechanical", not immersive at all. I always prefer hand-crafted stuff.
I also don't like the 1st person only thing, at this time and age it shouldn't be difficult to do what other studios have always done and give the player the perspective choice: I don't find 1st person perspective more immersive at all. Besides it's much easier to add 1st person perspective on a 3rd person perspective game than the other way around.
Lastly, I like indoors more than I do outdoors in RPGs. It's easy to make a vast world because it's filled with generic vegetation or snow, or some such. Whilst indoors a lot of details have to be taken into account (imagine an entire residential building where not many assets should be repeated; not to mention the huge amount of NPCs living in proximity, so they shouldn't be copy&paste work either).
Otherwise some premises show promise. We'll see how that goes, but I doubt to the moon this game will get anywhere near what Baldur's Gate III is building up to be.
It’s actually also going to be 3rd person. Forgot to mention that
This may sound a little off but I think minecraft did a good job of that. Sure it does feel like it’s based on our world (there’s basically no travel at all between different settlements) but it still feels like it worked out pretty well otherwise. Though, Minecraft is a game that also feels more like a game than an “experience” like an rpg is. So maybe it inherently gets leeway.
4:30 one worrying thing is if you go frame by frame (with , and .) you see this isnt actually seamless.
There are cuts in the video of where they load different scenes. First when the clouds disappear (and the world location xyz in the corner disappears), and another later on.
Not expecting Star Citizen here, but i do expect a fair video showing the zoom out to some extent without edits.
The world will be seamless maybe not the dungeon but except it it will be
Are big maps not just empty shite most of the time? Procedural generated generic meh
There's a lot of shite proc gen games out there for sure, but it will be interesting to see what these guys can do with their knowledge of RPGs combined with modern technology. Defininitely would avoid becoming "overhyped," but I'm not counting these guys out just yet.
I’ve been saying for years that Hello Games style of various procedural gen planets ecosystems should be combined into a single world. Add in handcrafted areas plus randomly generated content, and allow the player to explore an entire, varied, diverse world, the actual size of a planet, and find all those handcrafted AND proc gen areas. It would be amazing imo.
Ha first. Finally ha ha
🏅
The idea this game is so huge it's impossible to have a complete walkthrough, people who find amazing unique dungeons full of treasure that will be shared in forums in virtual tales from a tavern bar stool. I think this side affect of such a vast game will keep people searching as long as the content feels fresh.
Well, now we will have quite a competition and comparisons when games come out. Starfield, Avowed, Outer Worlds 2 and this. Let's see who has bigger and better pipi :D
They really need to outsource the assets to get multiple styles for multiple geography's. It is the true key to whether something feels natural or not.
Im sure this would be a cool game if we ever got it... I doubt it though, most interesting game concepts are cursed to be in development forever.
As a game developer working in the Industry this project has all the classic red flags of wouldn't touch with a 10ft barge pole.
1. Using "legendary industry veterans" to build Hype when in actual fact these guys should be a detractor from the possible positive outcome of this game. Julian Lefay doesn't have a single game credit since 1997 and the only really notable work Ted Peterson has since elder scrolls is as a designer on Star wars battlefront 2. Things have changed a lot since 1997, like A LOT. So I would have far more confidence if the project was being headed by people with actual relevant and recent experience.
2. They promise very ambitious goals for this project, stuff most AAA studio's with a budget in the millions wouldn't attempt due to the scope
3. Coming back to point 2, checking to see if they could potentially have the budget to achieve this, their website in the careers section state's they are looking for Volunteers to work on their game..that alone should tell you everything you need to know.
Even if the world is as big as they claim it will be, They simply don't have the budget or man power to make these vast areas interesting for players.
I can't find anything on them asking for donation's or money so I don't think they are being deliberately malicious or scammy with this project like so many other developers out there. I just don't think they are completely aware of the limitations and feasibility of modern technology but I hope they can prove me wrong and pull this off and wish them all the best.
Love it. People complaining about procedural generation don’t actually understand the tech
If they can make it a PCVR experience as well, or provide the modding tools so somebody else can convert it, I'm all in.
5400x the size means nothing unless it's accompanied by 5400x the CONTENT. And that means 5400x the writing, voice acting, scenario building, and level design. And that's assuming they all use the same assets and animations. So it's going to need a monumentally massive budget. This will exert a whole lot of pressure to make the game as "commercial" as possible. And that's assuming the whole thing doesn't end up being yet another vaporware disaster or scam like so many other games that promised big things. If they can pull this off, great. But beware of any sales pitch that tries to convince you that the product will have everything you ever wanted. They want you too hyped up to ask questions.
Wolf, thanks for the update on this game. When you first showcased it, I immediately put it on my watch list. The lore and visuals really caught my eye! I'm hoping that the game "exceeds" my expectations!
Thanks as always Shadow. Yea hopefully they can build some deep lore and allow us to discover it through world exploration.
No Man Sky smirks and says, "So you modeled a whole planet, eh? Good job, little buddy!".
It's wild to me that now The Elder Scrolls essentially has an unofficial fork from the series just like Fallout does with Wasteland (although Wasteland came first and Fallout was a spiritual reimagining of it). I'm really excited to see if The Wayward Realms lives up to the hype, as Daggerfall has one of my favorite dungeon crawling elements in any RPG I've played.
I've had my eye on this project since it was announced. I'm pretty hyped for it, especially the dynamics in the storytelling. Will we get an actual procedural story that reacts upon our actions? Time will tell. Next to The Elder Scrolls 6, this is the game I'm most looking forward to. If it works out, it could be so big.
We know it's possible via Wildermyth
Daggerfall was amazing, overshadowed by morrowind and of course TESIV+V , but it was truly the beginning of challenging , open ended RPGs with a massive explorable world .
If this same studio could make this work I would love to see them pull off a Daggerfall MMO.
This will probably be released before TES 6
As a gamer I see the world in a very different way from most I guess. Cause when I here of tech that allows for such vast worlds I always see the potential of other tech to complement it. For example when other people think of advancements in Ai like Ada who recently gave testimony in the UK as to how she can now create completely unique artwork. They think of how Ai can crunch numbers and advance tech for humanity to reach distant stars. But I think of how an Ai like that embedded in a game this vast could populate it with generated quest lines to rival the writings of Tolkien in seconds, solving the emptiness of procedural worlds using the assets available to it in game. it could create characters and backstories in moments creating new and interesting characters from randomized heads bodies and hairstyles. You could end one main campaign and receive a message from a messenger to start a whole new unique campaign that nobody else may ever see in their own copy of that game. It would be like having your own personal narrative developer embedded into your game as a GM with the ability to create complex stories in an instant. The game could essentially be endless narratively. The only constraints would be the art and assets in the game that it could use for locations etc. Now I may just be a weirdo for thinking this way. But I can only imagine the kind of games distant generations will be playing if that were to ever become a reality. We may not be able to conceive of it today. But in the past when people were playing pong and packman, they would probably have never conceived of Red Dead Redemption 2 being possible.
Many comments are saying a big map doesn't matter. In some cases that's true but if you'e been following WR, the map will be important to the game. Cities will be realistically sized, as in rows and rows of homes, hundreds of villagers, shops, taverns, stables, all realistically densified. And rather than fast travelling to the next town over, you can ride a horse and plan the journey that will take many in game days, and a virtual dungeon master will keep that journey interesting. If all goes to plan this could be a really fun game to sink a lot of time into.
Disclaimer: This is Unreal Engine 5 and not pixelated like Daggerfall so who knows if the game will allow hundreds of NPCs in one city but time will tell and we can at least expect more density than most other RPGs.
Thx for reminding us about those games. I’ll be waiting for it. Can you please make more videos about these unknown rpg games? I have them all on steam wishlist, but it always a pleasure to watch your news about them.
For sure! Make sure to check my “upcoming” games playlist to see if you missed any others
If they can make that RPG have Dwarf Fortress level of procedural place, people and history then it'll be awesome.
They can’t. Dwarf Fortress was worked on for a lifetime.
@@edgepixel8467 They made daggerfall before dwarf fortress and it was a long time goal to make such a game so technically they where at it before df
We have seen ten thousands of these "incredible" tech demos over the years, the earlier in the development, the more likely it will stay as just a "tech demo trailer teaser pledge send us money it will be incredible change the world of gaming from a small dev team of three person thing"
Something I would like to see for games with maps of this size is better traversal. Breath of the wild gets around that with the shrines and towers (horses just can’t climb much of the terrain), ESO also kind of does this. Ark gets around that with varying creatures of considerable speed differences, some of which can fly and bring a house with them.
If they let me fly a dragon or something (not “fly” a dragon like skyrim) then they’re going to get an inherent boost to me possibly playing because I love flying mechanics. Literally one of the best parts of ark is just flying the different creatures.
I’m skeptical. Without a large team making thousands of assets, and without 10 years of honing this game, it will most likely be released as crap.
Please consider contributing to the Wayward Realms kickstarter campaign. They just launched on Kickstarter and game looks awesome with Unreal Engine 5 and their maximum stretch goal includes co-op multiplayer!
It reminds me a lot of Cataclysm Dark days ahead. You can walk your character in one direction for years and never run out of map.
Yeah but at the end you will have a save of 10 gb and the game will be very slow hope they find a way to optimize this
Creating or modifying spells seems a great deal like Elder Scrolls Arena. I confess that i enjoyed crafting my own spells. I can but hope that the world and quests are not too monotonous. I confess to being a tad bit confused as to how everyone will get the same world. I will just wait and see as the game becomes more complete.
You could do that in many of the older ES games. I made a spell in Morrowind that killed me even though I had god mode on. The custom class thing is straight out of Daggerfall
I’m all for this game if they can deliver what they are claiming
1. Giant background wars and battles independent from the player
2. World reaction
3. Large enough size that you can spend tons of time exploring
4. Stuff going on large open worlds often feel empty they need lots of stuff going on and places to explore or it will just be a 5k times skyrim and all it’s problems with empty areas littered with minimal encounters.
I'm definitely interested. I'll wishlist this and follow, and see how it turns out. I'm still a little skeptical since NMS and Fallout 4, 76, etc... so....I will reserve judgment and stay off the hype train. I will say, they have the chops to pull this off, however, time and money are always the deciding aspects of any business project, and games are no different.
Interesting, I lowkey forgot about this game, but the devs have a good record. I really wonder just how full the world will feel and the necessity of it all. If they do give it a more 'Outward' vibe in regards to not holding your hand and letting you explore then it'll have to have a decent about of interesting content that makes you say "Ooh, what's that? I want to go explore that!"
But, I'm always hype for a new RPG!
Thanks Wolfe. I would imagine with them coming from old school rpgs, there would be less hand holding. But who knows!