» Tue Dec 21, 2010 11:59 pm
I strongly sympathize with the OP's thoughts. If you want "specific suggestions", though, hereyago:
- The quest mod "Kragenir's Death Quest" adds unique dialogue lines to ALL village/countryside NPCs, and gives quests to many previously irrelevant NPCs. What I liked about this is that it very much developed the sense that every person had a story; in a few cases, the player got a chance to change or develop that story. Each one of them had a reason they had moved to some boondocks outpost, as well as motives and desires. The quests they gave were very often associated with the things they had to say about themselves.
I don't expect it, but it would be lovely if most or all NPCs had unique things to say and/or potential quests associated with them. It would also be great if a number of quests resulted in the unfolding of an NPC's story, by causing an event of personal importance to them.
- The total conversion mod "Nehrim" features certain characters, central to the main quest, whose very personalities change as events meaningful to them unfold. This is impractical to apply on a large scale, but I'd love to see this in a few key characters. It adds to the sense that the PC is not the only "person" in the world.
Some released news implies that this will be available in Skyrim on at least a small scale; we're told that NPCs can develop vendettas against the PC if you murder their relations, and it's been said that there will be companions available, which suggests that you may need to earn their trust somehow. However, I'd like more; I'd like to see NPCs whose outlook on life might legitimately change, who might make entirely new choices and goals (become a hermit? idolize the player? put down their sword in favor of pacifism? decide they don't actually want to be like their dad? develop new respect for effete mages, or for brute fighters?) due to the outcome of quests or even world events.
- The quest mod "Integration: The Stranded Light" features some very well-developed NPCs who have reasonably subtle viewpoints on certain issues, and legitimately differing problem solving strategies (not just the stealth/swords/spells trio). One member of an outcast group tries to get people to accept them by being helpful to others in need. Another member paints mildly provocative pictures and distributes them widely in an attempt to communicate that the outcasts are beautiful too. One member doesn't really care about the group's social status, but grudgingly recognizes that they must abide by certain societal rules to avoid nastiness and violence. One, with sufficient power to do so, imposes her own rules wherever she goes. Yet another simply avoids the general population.
This kind of widely varying approach to a shared problem is really cool to see in action. I would love it if Skyrim NPCs similarly showed diverse views of the world, and especially if, in at least one or two cases, they addressed group problems in different ways.
- Someone above mentioned animations. I've never seen animations as the crux of the problem, but now that you mention it, it would be cool if NPCs used different personality-related animations. It'd be nice if unrefined, easily distracted characters were forever swatting at flies, scratching itches, and shifting from foot to foot. Very confident characters might gesture more expansively than the retiring. Old people might have fragile, carefully-balanced movements. The lighthearted and young might occasionally start skipping out of an excess of joy. Messengers, athletes, and errand-boys might prefer sprinting to the casual stroll of most NPCs. Some characters might use a different set of facial expressions than others, just as in real life people smile and frown and different ways, using their facial muscles differently.
All of that would be lovely (very lovely, if well implemented), and certainly some games have used animations very skillfully to portray the mental or physical state of the characters. Again, though, I don't view it as the heart of the matter. It is more important that NPCs show that they have histories and motives of their own, demonstrate varying approaches to problems, and that at least some NPCs change over time.