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LIVING WORLD ARCHITECTURE

Living World Architecture (LWA)

“Living World Architecture” is what Silver Style designated a component of their internally developed engine, which is also powering The Fall. There are hundreds of so called non-player-characters (NPCs) in the game. The question that drove the development of the LWA was, how it could be me made possible to incorporate and manage such a large number of NPCs and create a world that feels alive and credible.



After having worked on the LWA for more than one and a half year it is now possible to establish almost any kind of dependency between arbitrary objects in the game, no matter if it's characters, map objects, buildings, items or tools. The LWA also manages the general behaviour of the NPCs and the enemies of the player. Every single character has a set of activities he will follow depending on certain circumstances. Time plays an important role as an NPC has several tasks he can address during the day. And depending on their preferences characters will go to sleep in their bed or whatever resting place they have at night.

All these activities and behaviour patterns can be assigned individually, of course. One could create any imaginable setup, however, it is crucial that the tasks fit to the NPCs since they're extensively commenting on whatever challenge they're currently facing and their living conditions in general. And through aforementioned dependencies we can establish relationships between characters (love, hate, envy etc.) or model the preference for certain objects or hobbies - tech expert, gun fanatic or survival specialist to name a few.

Another important aspect to be realized by the LWA is the status check of NPCs and their attitude towards the player. Friendly characters will support the you in the event of an enemy attack. Neutral NPCs again could try to take advantage of an situation in which you're outnumbered and may pose an additional threat then. The behaviour and attitude of the characters depends on the way you're behaving and playing the game. Information on very important incidents spreads faster and wider than news on less interesting occurrences in the world of The Fall.

The features described above are only a few of a variety of elements realized through the LWA. Detailing them completely would require a lot more time and space. To sum it up, the Living World Architecture is a powerful, efficient and flexible tool, enabling us to construct credible and dynamic worlds for all types of Role-Playing Games. And The Fall will be the first game to stand out from other RPGs because of the things we're able to do with the LWA.


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