Stalker

I’ve just read an interview with the lead designer on Stalker in this month’s Games TM. I found one piece of information very interesting indeed.
Stalker has this A-Life system which, aparently, is this massively advanced AI system which allows (among other things) the characters in Stalker to move around completely independently and randomly-generated(ly), conversing with each other, trading items, creating and solving missions and so on.
Thing is, this only happens after you’ve completed a level.
They had difficulty getting the story missions to not be messed up by A-Life, so they basically switch A-Life off until you’ve completed an area. So one of the most fascinating parts of the game happens largely in areas you don’t generally go into.
I may re-install and take a look.
Leave a Reply
What's This?
- Visiting the Village is Mode 7's blog and podcast.
Latest Episode
RSS Feeds
- Everything
- Just Podcasts
- Blog Comments
Mailing List

The Village Twit
Find Out More...
- Find out...
Chat
- Join our IRC channel in your browser
Play Determinance
- Download the demo
Search
Useful
Archives
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- March 2011
- February 2011
- January 2011
- December 2010
- November 2010
- October 2010
- September 2010
- August 2010
- July 2010
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
- June 2009
- May 2009
- April 2009
- March 2009
- February 2009
- January 2009
- December 2008
- November 2008
- October 2008
- September 2008
- August 2008
- July 2008
- June 2008
- May 2008
- April 2008
- March 2008
- February 2008
- January 2008
- December 2007
- November 2007
- September 2007
- August 2007
- July 2007
- June 2007
- May 2007
- April 2007
- March 2007
- February 2007
- January 2007
- December 2006
- November 2006
- October 2006
- September 2006
- August 2006
- July 2006
- June 2006
- May 2006
- April 2006
Categories
- Competions (2)
- Development updates (7)
- Monday Night Live (10)
- News (778)
- Paul's Re-education (1)
- Podcast (49)
- PR trials and tribulations (12)
- Registered User Bigup! (1)
- The Encounter With Dracula (9)
- The Massive Reading Test (3)
- The Mode 7 Pub Challenge (2)
- Touch and Go (3)
- Uncategorized (278)







2 Responses to “Stalker”
§ July 30th, 2007 at 10:27 am
Sounds like they had conflicts with their own concept. The reason you would make something like A-life is that it would interfere with the player in unpredictable ways, thereby making the game more convincing and the player more involved. If their mission structure was conflicting with this… Well what do you ditch, the linear mission system that the player has seen 5000 times before, or the completely unpredictable environment that the player has almost certainly never seen before?
I’d been reading STALKER previews since they’d first been getting published, and the thing that kept me interested was A-life. Oh well, my computer sucks too badly for me to buy & be dissapointed by the game now.
§ July 30th, 2007 at 11:31 am
Yeah, I was certainly dissapointed by the small levels, as opposed to the large open area we were promised. Massive downer for me.