A True Living and Breathing World

finegamingconnoisseur

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May 29, 2020
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I'm referring to the true living, breathing world term in games like Distant Worlds, Kenshi, and Space Pirates and Zombies. Not the marketing buzzword that every game out there loves to use these days to sell a non-living and breathing world.

With that out of the way, I want to talk about the new dynamic npc spawns which I honestly think is a great feature for a game like MO2. From what I know so far, it is just random npcs spawning and they mill around mindlessly in a certain radius waiting to be PvE'd?

I would like to suggest that this dynamic spawning system could be expanded to make each individual mob type have their own unique short- and long-term objectives, lore, natural allies and foes, and a needs-driven system that governs their behaviour.

To give an example:

The scoundrels, bandits and outlaws are natural allies since they have a common enemy, the civilised world that sees them as part of the greater criminal underworld (could be an npc faction, perhaps?). They have common enemies such as town guards, wild animals, and other players who have poor reputation with them.

They have a need to hunt regularly for food, raid towns and maybe even cities for plunder and loot. When they kill an opposing npc or player, they may take an item of monetary value like coins which will still be flagged as stolen if it was from a player's loot bag. This gives players an incentive to hunt these mobs even if they are below their skill level, whether to play the part of an altruistic hero or a heartless opportunist.

Their short-term goals could be to disrupt supply chains and cause problems for the civilisations they oppose. Their long-term goal could be to establish themselves as a formidable power that can challenge the civilised order. However, they may at times fight each other over petty squabbles or simply for dominance.

Having such a system adds meaning, context and makes the game stand out from all the other mmorpgs out there that so far have npc mobs just stand around and mill about with no higher purpose than to produce a loot bag and give clade experience to the player.

I'm hoping that since SV added a dynamic npc spawning system, they may already be thinking along the same lines.
 
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Quinniki

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Jul 4, 2025
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"I would like to suggest that this dynamic spawning system could be expanded to make each individual mob type have their own unique short- and long-term objectives, lore, natural allies and foes, and a needs-driven system that governs their behaviour."
I like this idea a lot. I actually touched on something similar in a previous post roughly a year ago if you remember it here, so it’s nice to see it brought up again from a slightly different angle. Giving each mob type its own goals, relationships, and behavior patterns would go a long way in making the world feel less static. It would also tie in nicely with the dynamic spawning system and make encounters feel more organic instead of predictable.

They have a need to hunt regularly for food, raid towns and maybe even cities for plunder and loot. When they kill an opposing npc or player, they may take an item of monetary value like coins which will still be flagged as stolen if it was from a player's loot bag. This gives players an incentive to hunt these mobs even if they are below their skill level, whether to play the part of an altruistic hero or a heartless opportunist.

This kind of system would be a great way to add more excitement and activity to the world. If it follows a consistent, believable logic, it would also help players naturally understand where certain creatures might appear. For example, seeing cougars dynamically spawn near prey animals like wisent or livestock, or even actively hunting them, makes the world feel more grounded. It would go a long way in adding activity in places where it actually makes sense.

PS: Sorry I've not been around much to pitch in on some of the ideas you've been posting, was super busy for a while, glad to see you still around
 

Beatel

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Apr 18, 2022
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I would like to suggest that this dynamic spawning system could be expanded to make each individual mob type have their own unique short- and long-term objectives, lore, natural allies and foes, and a needs-driven system that governs their behaviour.

Great ideas for more in depth systems that bring life to the world. Dynamic spawners were a great start, I'm glad SV listened to all the discussion about dynamic mechanics we were having leading up to it. While a more living (fun) world is the goal, I'd personally like to see the focus head towards how the factions interact: faction rep, reputation based vendors and captials, invasions, and how trade routes in between play out which would include much of what you mentioned; whether it's a raided caravan event on the road, an NPC mining expedition off the road, etc.

If you want a good read on the ideas you've presented (maybe you're already familiar with it given your post), Raph Koster goes into detail on how Ultima Online's systems were intended to be designed, and it implements a lot of what you mention (these plans unfortunately were pushed aside during development, but the framework was there):

https://www.raphkoster.com/2006/06/03/uos-resource-system/
 
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