• One of Skyrim's weirdest, oldest mysteries has been solved

    From TechnologyDaily@1337:1/100 to All on Thu Aug 19 11:15:04 2021
    One of Skyrim's weirdest, oldest mysteries has been solved

    Date:
    Thu, 19 Aug 2021 10:04:36 +0000

    Description:
    Where code, player interaction and happy little accidents collide.

    FULL STORY ======================================================================

    All these years after launch and with The Elder Scrolls 6 somewhere on the horizon, Bethesdas open-world RPG epic Skyrim still has secrets to be solved. One of the most long-standing and contentious mysteries in the game has finally been put to rest and it centers on a humble fox.

    As any Skyrim player will know, the icy tundras of the game world are
    littered with the sprightly pups, who will run away at the first sight of the Dragonborn hero.

    But, over the years, a theory developed that the foxes werent running away aimlessly. Instead, some players believed that the foxes were actually
    guiding them to treasure troves.

    As it turns out, thats actually sort of true but it's more down to a programming quirk rather than any intentional design decision. Starfield
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    to play Solving the mystery

    Developer Joel Burgess, formerly of Skyrim developers Bethesda but now lead
    at Grindstone-makers Capybara Games, revealed just how the foxes work.

    Skyrim uses something called 'navmesh' for AI navigation, Burgess revealed in a lengthy Twitter thread .

    For non-dev folks, this is an invisible 3D sheet of polygons that is laid
    over the world, telling AI where it can and cannot go. In most situations, you're seeing AI decide what do to (run at player, hide in cover, etc), use navmesh to make a path, and navigate along that path.

    Foxes are no different. But their AI is very simplified: they basically can *only* run away. So foxes flee. Why would they flee towards treasure? (Image credit: Bethesda)

    This is where it gets interesting.

    If you're close to an AI, it's in "High Process", or the most fancy, CPU-intensive pathfinding. It uses the full navmesh and will do things like line of sight and distance checks.

    To contrast, there's also "Low Process" - used for stuff like NPCs walking a trade route across the world. These are only updated every several minutes, and position is tracked very loosely. The bandit stabbing your face, however, is running nav stuff many times per second.

    There is a sort of "Medium Process" for characters nearby, but who didn't
    need the complex pathing of combat. Because of the way the fox's AI worked (always be fleeing!) it's basically ONLY using this process.

    This is where understanding of how Skyrim uses navmesh comes in.

    Swaths of the outdoor world have simple navmesh. You don't need to add lots
    of detail in a space with basic topography, little clutter, or a low chance
    of combat. So wilderness = small number of big triangles.

    When you stumble across something like a camp, however, navmesh gets way more detailed. Added visual detail means added navmesh detail, and if we're
    placing NPCs of any kind, we also tend to add even more detail.

    So Points of Interest = big number of small triangles. You see where this is going?

    The Fox isn't trying to get 100 meters away - it's trying to get 100 *triangles* away.

    You know where it's easy to find 100 triangles? The camps/ruins/etc that we littered the world with, and filled with treasure to reward your exploration. So foxes aren't leading you to treasure - but the way they behave is leading them to areas that tend to HAVE treasure, because POIs w/loot have other attributes (lots of small navmesh triangles) that the foxes ARE pursuing. To players, however, it's the same thing. Analysis: Happy little accidents

    Reading through Burgesss explanation, Im reminded of the painter Bob Ross
    not just his paintings similarities to Skyrims wondrous forestry, but Rosss love of happy little accidents, the misplaced brush-strokes that would become his favorite landscape elements over the course of a piece.

    Skyrims foxes are similar the result of countless decisions, lines of code and player behaviours interacting, and the chaos between the structure. Its not unusual for game developers to purposefully hide easter eggs and secrets in game worlds, but its these unexpected moments where massive games like Skyrim really start to feel alive. Its why were still talking about Skyrim
    ten years after its release, and why players are still discovering Breath of the Wild techniques and secrets with the release of BOTW 2 approaching.

    It's a nerdy little story, but I love it, wraps up Burgess.

    Emergent Gameplay is often used to describe designed randomness, but this is
    a case of actual gameplay that NOBODY designed emerging from the bubbling cauldron of overlapping systems.

    And I think that's beautiful. 5 things The Elder Scrolls 6 can improve on
    from Skyrim



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    Link to news story: https://www.techradar.com/news/one-of-skyrims-weirdest-oldest-mysteries-has-be en-solved/


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