GrandTextAuto has posted the second part of their article that looks into the scripting and writing in Fable:Albion, the world of Fable, contains villages populated by seventeen types of non-player characters (NPCs). As a hero takes actions in the world (whether story-related or not) NPC attitudes toward the hero change. Again, the result isn’t just communicated through graphics and AI — it also takes place on a linguistic level, and this (along with the size of the story) is what required the game to include more than 150,000 words of dialogue. (For reference, a two-hour, two-act play might run about 1/7 that length.) NPCs don’t just speak with the hero. They also make comments to one another (often about the hero, within earshot) and to themselves (just audibly). |