# Your ideal adventure game

**URL:** <https://forums.thimbleweedpark.com/t/your-ideal-adventure-game/2831>\
**Category:** Adventure/Lucasfilm Games\
**Created:** [June 20, 2018, 2:18pm UTC](https://forums.thimbleweedpark.com/t/your-ideal-adventure-game/2831 "2018-06-20T14:18:30Z")\
**Posts on this page:** 1\
**Showing post:** 15

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**Author:** ![kaiman](https://avatars.discourse-cdn.com/v4/letter/k/a698b9/32.png) [@kaiman](https://forums.thimbleweedpark.com/u/kaiman)\
**Post date:** [June 21, 2018, 6:39pm UTC](https://forums.thimbleweedpark.com/t/your-ideal-adventure-game/2831/15 "2018-06-21T18:39:07Z")

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> [@milanfahrnholz](#):
>
> It´s interesting to look at all those suggestions and thinking “well, that´s a feature basically every RPG has”.

RPGs may have non-static worlds, but as far as my experience goes, all change is basically driven by player activity. Take the civil war of Skyrim, for example. If the player never sides with either faction, nothing will ever come of it.

What I would want is a world where events occur regardless of what the player is doing. Of course, player actions should be reflected where appropriate, but they shouldn’t be the major source of change. Simply put, I’d want a better [simulation](https://forums.thimbleweedpark.com/t/physicists-say-that-we-actually-live-in-thimbleweed-park-spoilers).

However, I don’t necessarily care for that in an adventure game, hence my comment that this would rather be a feature for my ideal RPG.

> [@milanfahrnholz](#):
>
> Radiant AI

I always thought Radiant AI was purely a marketing label slapped on the piece of code that caused the population of towns to run rampage after the player tripped over somebodies chicken.

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