Hello everyone,
I was wondering if NPC’s are going to be different in each game session. Because in the videos we see that in a few clicks we can change one’s clothes and one’s caracter. Therefore, maybe you plan on making each game different, which would give the game an insane replayability.
I don’t think that difference between fishing / farming NPC is so remarkable that it would give game some replayability. And more important “quest” NPCs will be the same i bet, so as story NPCs.
Nah I think replayability will more likely come from the typical role-playing features…try new weapons, skills, profession etc.
I hope not. I’d rather the NPCs be preset characters with actual personalities (which is most likely, IMO, since the game will be fully voice-acted). Of course, that doesn’t mean they’ll act exactly the same way each time you play through the game.
I think that the reason they showed us the npc creation videos was mostly to see that they can add variety in the game, rather than replayability.
The randomness of the game will be limited to some extent. Think of it as an initial state of the world, that will be the same on the beginning of game. However, the NPC’s preferences WILL evolve during the game. So imagine we initally set an NPC character to be a heavy drinker who goes regularly to a pub. By some quest result that pub burns down once you play the game and does not burn down when you re-play the game. Our NPC has nowhere to go drinking in the first case. Slowly, he develops some other hobby and his stats will change accordingly. In the end of the game this NPC can be completely differenly behaving individual depending if the pub was or not destroyed. The game will be random in that manner. I think the term is “reactivity of the NPC”.
Thanks for the reply. Sounds good.
But what if the player kills some NPC who provides food or another important ressource for the village in an unnoticeable manner. Will other people (NPCs) who are relying on that person will notice the shortage and go on a rampage through the streets or will this demand perhaps create a new NPC who after a while will move into the village and take over the vacant job so the cycle is intact again?
Or, like someone in the thread about the AI video update asked, what will happen if the player locks in an NPC in his home. How would his or other NPCs reaction be?
But what if the player kills some NPC who provides food or another important resource for the village in an unnoticeable manner. Will other people (NPCs) who are relying on that person will notice the shortage and go on a rampage through the streets or will this demand perhaps create a new NPC who after a while will move into the village and take over the vacant job so the cycle is intact again?
That would require some complex setup but as a game feature would be utterly outstanding. You start getting close to a living game world when the NPCs react to changes in economic conditions, shortages of supplies, or the absence of a pillar of the community.
It seems you are able to fuck up economics.
On the other hand, if people see you doing the deed (killing an NPC) lawmen will hunt you down like a dog.
lol replayability doesn’t come from npcs wearing different clothes or having a different face.
and a farmer is always going to wear farmer clothes, fisherman, always fisherman clothes, so it’s not like you’ll be seeing a guy in noblemen’s clothes chopping wood.
clothes probably will be same or similar. again, npc randomization has nothing to do with replayability.
All consequences of the killing or disabling an NPC are still under design process and development. Apart of our crime and reputation system, we have other ways to react on such events in a logically consistent way. All I can say at this moment is that we are counting with such situations and once you play the game, you are free to try to brake the economy or the daycycles of the NPC’s
That sounds very cool. I assume this might be the sort of thing we will have a chance to try (breaking the economy, disrupting NPCs ect.) when the alpha build is made available to backers?
It wasn’t my point. By mentionning that, I wanted to say that we can randomize either the clothes and the appearence of every NPC’s which could create different character each time.
About this crime reputation, does it mean you will have to make choises like choose to kill/save a person ? And if so, will they change the opinion people have on you ?
Finally,
we need some game in which your decision is not just something what will vanish in the process. Hope the consequences of ones actions will matter, and no “you-cant-kill-this-guy-you-will-kill-him-in-last-mission” etc. I cant wait how you handle that if you do it ll be rly quite exciting
That’s fantastic! It adds another way for an assassin to cause large effects than simply attacking “higher” ranked characters by destroying the economy of a city you’re effectively killing off a city. Could lead quest to both try and stop an assassin as well as being able to be able to play a smart assassin.
This game will host a wave of ninjas burning down the world just by exploding economies ^^
But that would only be cosmetics, that won’t really cut it, at least for me. I think, having the characters behaving a little bit differently each playthrough because of what’s happening around them is the way to go.
I think this would be a VERY VERY good idea its replay value would go up!