» Thu May 20, 2010 2:06 pm
In Morrowind, everyone could be Mortal as the game did not kill NPCs. In Oblivion, NPCs could kill each other. In Fallout 3, they got it pretty good where only certain NPCs were immortal at certain times (where there was a real danger of getting them killed in the middle of a quest). In New Vegas, there is only one you can't kill, and that may be one of the last people you meet as I have not found them yet (nor do I want to know who it is...) In Oblivion and Fallout, I would have NPCs just go away on me, sometimes in the middle of a quest stage because the game killed them. As real as that seems, it still svcks from a gaming standpoint if I did not have anything to do with their death. So far in New Vegas, I have not had an NPC go AWOL on me. The only ones who die now are the ones I kill or generic respawners.
I have no problem when the game sets an NPC to Essential when it's aim is to keep them from certain death that would break a major quest line. As an example, you have to take a person from point a to point b, however along the way are scads of enemies that you may be able to avoid or battle as you see fit. However the companion has an easy chance to die before you can get them to the next place. But, once at that place, the Essential Tag gets removed as now the game can move forward whether you kill this person or not, even though you may break or alter other quests/quest paths.
However, in the evolution I have seen from Oblivion, I don't think Essential NPCs are going to be prevalent, or they might not even exist. It is not too hard to keep story specific NPCs alive as long as you can keep the game and the PC away from them until the proper time.