» Wed Apr 13, 2016 6:35 pm
Maybe. For the sake of discussion, though, I think living in denial is acceptable. That's not to say I'm against a voiced PC. In fact, I think it has great potential... But at present its just not feasible to have sufficient volume to maximise that potential while offsetting the limitations. Bethesda may well do it anyway, but that doesnt mean I would agree with it, or think it's a good idea.
Anyway... I personally think that NPCs, not including hostiles, should have 3 things.
Permanence. NPCs, regardless of their complexity, should never just 'vanish' without good reason. If a quest resolution requires someone to leave, that's fine, but someone you pass in the market shouldn't despawn just because they're out of sight. The faces you see should be persistent, so if someone, even a minor, simplistic and one dimensional NPC disappears, it's not something that goes entirely unnoticed.
Second, Interactivity. Assassin's Creed and The Witcher 3 are absolute rubbish at this, but Dragon Age, sword Coast and many other RPGs also fall into this trap. All NPCs should have some kind of interactivity. And stumbling to the side when you run into them doesn't count. Ideally, I'd want hundreds of moderately developed characters with their own relationships and opinions... But as I said above, that may not be viable considering the amount of voice acting required. At the very least, however, you should be able to talk to someone and find out major landmarks/locations in the area, who the important people are, and what that person does for a living.
Which brings me go number 3... Purpose. All NPCs should have some sort of purpose in the world. Be it farm hands, dock workers, legal clerks, serfs etc. Wild Hunt promised that everyone would have their own scedual and job, and that you could follow them arround as they went about their day... And then promptly failed to deliver on that promise. Even if it's just getting up and walking from a bunk-house to a field to play a Hoe-animation for 16 hours before walking back and sleeping. This might actually be a good basis to work on developing Oblivions Radiant AI more, while not interfering with more carefully scripted characters.