Posted By Vexirion at 11:02 PM - Sat Nov 26 2016
It's my understanding that the Soulbound Engine is designed to work around what the players are doing. In tabletop terms, I would call it a "wait and see" DM. Let the players do what they want and build a story around what they do, or drop a hook here or there if needed.
In your specific examples, if a Count were amassing money, some other player will find out and news will spread. If nobody finds out, the Engine may take note of the Count having a significantly higher "worth" than other counts in the area, and plant a rumor in an NPC.
On "shoot, I forgot where I buried my stash" it's highly unlikely the Engine will just poof a map into existence. It (and the local guards) will probably take note that Forde Getfool is frequently leaving town with a shovel and coming back late a night covered in dirt. It's obvious he's been digging, but why?
Basically, I think that the Engine is going to be subtle about the way it works, contrary to what Apaukolypse says.
As BumbleBear said, I don't know a whole lot about Computer Programming. But I do have some pretty basic knowledge about logic and all that stuff. I have dabbled in some Discrete Math/Boolean Algebra.
So I think for the AI to do what you are suggesting, it would have to be pretty goddang amazing.
Ok lets take the theoretical example of Count Scrouge being too rich for his own good.
First, the game would need to ascertain that he is rich. This may be more complicated than it sounds because people may not necessarily carry their riches on their person in this game, or even store them in their own facilities.
Secondly, the game would need to spread said news. It would need to devise a way to tell players that "Hey, this person be rich" or give the ability to Players to say "Hey, this person be rich" to an NPC and spread the news that way.
Thirdly if it was some kind of thing for story points or whatever, I would guess they would need to add some objective for the player to flag the quest as complete. This kinda is complicated for the same reason as the first step, as it would require the game engine to determine how successful you were in relieving them of their wealth, or if you failed.
For the second part,
First the Guards would A. While probably not important, the guards would have to identify Forde Getfool B. The Guards will have to have seen Forde Getfool C. Noted what he was carrying D. Noted his appearance. E. Identify a habit.
That means they would have to find a way to get the AI to identify all of that, then they would have to script the AI to act on that knowledge IE Talk about Forde Getfool
Stuff like that is complicated and takes alot of effort, and quests like that are probably going to be triggered very rarely. Once people realize what the conditions for it to trigger are, for example they figure out how the engine determines you are rich, they will find ways to avoid triggering it anyway.
I think for the most part they will go with more simple stuff like I said before, "Kill X", "Find Y", "Go to Z". Doing stuff like that is much easier to do. For example, the engine wants to determine if it should Kill X. First it checks if they meet certain Fame/Infamy/Whatever other requirements it wants, then the villagers start plotting the demise of X.
Again, as I said before, I have very limited knowledge about game design. SbS has people with much, much, much more knowledge on the subject than I do. I would reckon if it's doable, they could probably do it.