A not so rantish rant about NPCs
RPGDot's third anniversary
It has been three years since RPGDot's first appearance on
the web. In order to celebrate this we asked our visitors
to write something for us. Something related to RPG's. Not
because it is time to do something back for us, but because
we want to put our visitors in the spotlight as they made
us into what we are now. If they didn't keep on visiting us
and encouraged us to keep on going, we might not have lasted
these 3 years. We can't ask all our visitors to write something
of course, so we asked a few out of the large number of visitors
we have. And if any of you feel left out, RPGDot has always
been open to reader submissions ;-)
This fifth day we have a story from
Val, who is a vivid RPG player and a moderator on our forum.
She gives us her views on NPCs.
NPCs
There has been a great deal of discussion recently
on the forums concerning non-player characters (also fondly
referred to as NPCs ). Over the years we've seen vast improvements
in their AI and dialog. In many games they have evolved beyond
simple ATMs for quests, information, items and rewards. We've
seen an evolution in their abilities as game developers strive
to make more believable worlds. After all, where is the realism
if the people populating that world stand in one place all
day long awed by the scenery too much to move?
There have been several significant strides in this direction
of realism: improved dialog, actual personalities conveyed
through dialog and voice acting, the possibility of a romance
with an NPC, day and night routines, different looking character-models,
and NPCs who have realistic behaviors. All these things combined
are paving the way for improved realistic NPCs for our improved
realistic gaming worlds.
Dialogs and voices
First, let's talk dialog. We've come a long way since the
old 'job', 'name', etc of the early Ultima games. The written
dialog has been greatly improved in many RPGs. Don't get me
wrong though, some of those early games had better dialog
than several games have nowadays. I'm just saying that the
bar has been raised higher and higher over time by such landmark
games. Not only is information passed to the player but well-written
dialog also gives an NPC a personality. The dialog in games
such as Fallout and Planescape: Torment (PS:T) are second
to none. While playing those games I got a real sense of what
the people around my main character were like.
An example:
Nameless One (the main character) - "Actually,
I had some questions..."
Kimasxi Adder-Tongue - The tiefling rolls her eyes.
"And what makes you think I *care*? Why don't you lick
my backside?"
Yup, I definitely got a feeling for her personality. Or should
I say her attitude problem? I especially enjoy speaking with
characters such as Dak'kon from PS:T and finding out what
made him tick. Discovering his story and learning from him
and him learning from my character was a special treat. Good
dialog is a must for any RPG.
Now we add voice acting to the mix and the realism factor
is greatly increased. After all, the human voice can convey
more emotion than simple text can. For example, in Baldur's
Gate 2 (I played the English version, referred to from now
on as BG 2) the villain had excellent dialog, but what really
brought the character to life was the voice acting. When he
said, "You bore me mageling", I got a big smile
on my face. I thought to myself, now *this* is a villain.
Cold, calculating and arrogant. Whoever did the casting for
that part deserves a thumbs-up as well as the voice actor.
I hope to see game developers getting more quality talent
to work on voices for their games.
Interaction
We have also seen our main characters have the ability to
interact more with NPCs. As I mentioned, the possibility of
a romance or "propositioning" an NPC has been introduced
into games. I think everyone who has played Fallout 2 remembers
New Reno. Then in BG 2 your main character could have a romance
with one of four NPC followers. Even more were added with
modifications. These romances were more fleshed out then in
any other game I have ever played and I was delighted to see
them included. Of course, when one of the NPCs interrupted
a major event to talk about their feelings I did get a *little*
irritated. There are, of course, other examples of this besides
BG 2 such as Ultima 7. There was the possibility of a small
romantic side quest. In Quest for Glory 5 your character could
get engaged to be married. It's great to see a little piece
of real life added to a game in an effort to pull you in more
as a player.
The inclusion of day and night cycles in games is not a new
one. I still remember waiting around for that merchant to
wake up and buy all my loot in Ultima 5. However, in Gothic
you see NPCs that have more interesting behaviors at night
then simply going to bed. I was pleasantly surprised to see
them standing around the campfire chatting away, playing a
lute, eating and drinking. The place seemed so alive. Then
during the day there would be NPCs working, washing up, cooking,
practicing with their weapons, scrubbing the floor, taking
a leak and more. This is what really attracted me to this
game when I was playing the demo. I was impressed that someone
took the time to make a place feel so alive and that life
would go on if my main character died. That right there gives
the greatest illusion of reality.
With the improvement of graphics we've seen faces given to
our favorite NPCs. I doubt anyone who played PS:T will forget
having a floating skull for an NPC. Even in Diablo 2 each
of the "talking" NPCs had their own distinct look.
You wouldn't mistake Deckard Cain for anyone but that hunched-over
robe-wearing guy with the walking stick. Of course, we still
see twins, triplets, and octuplets (their poor mothers!) in
games. In time, I believe we will start to see less and less
of this. When more games switch over completely to 3D and
as the creation of 3D models becomes more and more simple
it will be easier for game developers to afford this luxury.
I use the term "luxury" because at this point that
is what it is. I believe that over time this will become a
standard as more fans demand more variety. It isn't there
yet though.
Behaviors
Lastly, I wanted to discuss giving NPCs more realistic behaviors.
Already in games we have NPCs who will tell you to put your
weapon away or put some clothes on. I remember when playing
Arcanum in order to receive master training in the pick pocket
skill I had to strip my character to his boxer shorts and
streak through the middle of town in broad daylight. Needless
to say, my character drew a few disparaging remarks and gained
a reputation as the "Pervert of Tarant". People
didn't seem to find that title very impressive and it appeared
that news of my character's antics traveled to other cities.
Oops. Lousy newspapers. Well, at least the NPCs read newspapers
in their spare time instead of just thinking up quests for
my character to do. Again, the impression that the whole world
is alive.
In Gothic weaker characters would flee like mad from your
character if you were a lot stronger than they were. You couldn't
catch them even after drinking a sprint potion. I guess I'd
run that fast too if I was running for my life. ;-) You've
read some of the other things that I mentioned NPCs do in
Gothic that can be echoed here. They would also tell you to
get out if you entered their home. NPCs will also attack you
if you attack one of their fellows. If you do something illegal
in front of a guard you can expect them to have a negative
reaction. In many games I have gotten used to walking into
other people's houses and looting them. Imagine my surprise
when I got zapped and killed by a healer dwarf in the Divine
Divinity demo when I tried to steal a cup. If someone walked
into my house unannounced and tried to steal my computer you
can bet I'd have a similar reaction. I'm glad to see that
game developers are giving NPCs a clue.
NPCs will also join you in your quest. It's only natural
for like-minded individuals to band together in a group to
fulfill a quest. This is also not a new concept, but we've
seen great improvements in their AI when interacting with
the world or with each other. The best part of BG 2 were the
dialogs between your party members. I still chuckle when thinking
of that story Jan Jansen told Keldorn, "Sins of the Flesh
Golem". With AI improvements I got shot in the back a
lot less in Fallout 2 than in Fallout 1. Although I did do
my fair share of the riddled with bullets dance when Marcus
pulled out that minigun in Fallout 2. In Neverwinter Nights
your henchman can heal you, pick locks, disarm traps, cast
spells, bash open chests and fight by your side. I don't mind
giving up control of my party members to scripted AI. After
all, in real life I'd be a bossy jerk if I were constantly
pointing out to them what they should be doing and telling
them how to do their job. I say give them a mind of their
own. Just don't make it a stupid one. Of course, that too
would be unrealistic, now wouldn't it?
Wrapping it up
Looking to the future I see only good things. Game developers
will continue the trend to make NPCs more life-like and believable.
The developers of Gothic 2 have promised their NPCs will be
even better than in Gothic 1. I don't doubt them. In fact,
I look forward to just walking around town and seeing what
new quirks these virtual people will now have. I believe there
will be a day when the AI of NPCs is complex enough to make
them almost real. This realism will be accomplished when NPCs
talk and act like live human beings. They'll run when frightened,
they'll tell you to shut up, they'll help you when persuaded,
they will have their own distinct looks, your interaction
with them will be greater, and they will continue their virtual
life if you die or not. However it would be foolish and presumptuous
of me to say this will happen in a certain time frame. Why?
Because even when NPCs seem life-like there will still be
room for improvement. After all, they only *seem* real.
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