» Sun Aug 15, 2010 2:06 am
The issue with trying to make the characters have depth in Skyrim is, the deeper individual NPCs are, the less flexible it becomes when dealing with absurdly-behaving PC's. It would be a lot harder to program individual NPC reactions to players prone to random assault and larceny than to just have generic behaviors that fit a wide number of characters for a given action.
The issue isn't "Quantity vs. Quality" in NPC design, it's "Interchangablity" (Good for sandbox) vs. "Personality"(Good for RPG). If too much emphasis is put on interchangeability, a player can't get invested in the gameworld except in the very, very broadest of strokes. Fable has 100% Interchangability in its NPCs, but it works for that franchise because the main character is that detatched and aloof from the gameworld. On the other hand, if there isn't enough interchangability in the NPCs, the game will have a harder time getting the player to become invested in the gameworld because of the contrast in behavior when the PC does something unpredictable and high-profile... like vaulting over a building and stabbing the Mayor in the face (Wearing nothing but a flag on his head, with a bust of Tiber Septim held in his off-hand) before running off without "Finishing" the job. (Interchangable NPCs would be expected to ignore it after the "STOP! YOU VIOLATED THE LAW" sequence is resolved, but having developed NPCs not have any programmed response to such an action would cause consistency issues if they do demonstrate cognition of lesser actions, like giving a beggar a coin.)
Another issue is trying to decide which NPCs should have depth and which can be shallow. To an extent, the PC chooses which NPCs are important to them, and it's a waste of resources to characterize the ones that are ignored by the player at first, or randomly chosen to take a sword to the face by the PC before NPC opens his mouth. It makes sense to have people developed on the amount of non-trivial interaction (Quest Characters (During quest) > Legendary figures(Vivic, etc) > Faction Leaders > Chronic questgivers > Innkeepers > Shopkeepers > Trainers > Quest-related Characters(off-quest) > Filler NPCs). I think while the NPCs in Oblivion were too generic out of the box for the quantity of them, their framework gave a good, strong balance between interchangability and individual personality... but that framework just had too many blanks left in it.