NPC/PC Interactions

Post » Mon May 16, 2011 3:49 am

We all know that Morrowind had a rather limited interaction system, containing mostly topics which you could select in order to gain information on the subject you chose. However, you may have noticed that this trend is all but diminished in the leading RPG's in the last few years. Oblivion makes some improvement on this, with comprehensive dialogue choices on at least the main storyline interactions. Bethesda's Fallout 3 greatly improved on this, with topics still included, but featuring in-depth dialogue choices bringing personality to your speech. Dragon Age: Origins was fantastic with differentiating dialogue choices and giving each choice a distinct personality flavor. Games such as Mass Effect, also by Bioware, included voice-actors for the main character. This feature also appears in Dragon Age 2 (which I somewhat resent, but let's move on).

This chocolate pie is delicious.

That isn't to say the Oblivion/Fallout system was not good in its own right. When you see a simple dialogue option, or even a simple topic word, you automatically fill in the blanks as to what you character would say (or, in the less-versed RP'er, what you would say). Most will have noticed the trend of starting the game as a prisoner. Todd Howard, the big head of the Elder Scrolls, has this to say about it;

"Well, it started that way in Arena, and we did it again in Morrowind, then Oblivion...There's a couple reasons for it. One, well, first of all it started to become a tradition. Number two, it was like this idea that there is a little bit of conflict in the beginning with you being a prisoner, and we never say why...so you immediately, when you start the game, in your head, tell a story of why you're in prison to yourself." (Gameinformer, Todd Howard Q&A Podcast)

I just...I can't put this fork down. So much chocolatey goodness!


You can apply this to these basic dialogue options. Whether you prefer chosen, voice-acted dialogue, in depth, textual dialogue choices, or simple dialogue stubs is based upon personal preference.

Now, we already know that player/NPC interactions have been improved.

"Player/NPC interactions have been improved. Conversations between the player and NPCs will not freeze the rest of the game world, and the NPCs will continue their activities while occasionally glancing at the player. A new system "Radiant Story" has been developed for quests; NPCs react to the player's actions in new ways, such as fighting over possession of an item dropped by the player or attempting to return it to the player. The shop of a killed NPC may be inherited by another NPC, who may then offer the items/quests of the first but may not have the same disposition toward the player. The player's actions also directly affect side quest creation, as well as altering parts of quests. Character creation also affects which quests are available, with some quests only being offered to those specializing in certain skills. Dialogue options are also available with hostile NPCs."
(UESPWiki, "Gameplay")

Firstly, I would like to remark on how happy I am that we can now converse with hostile NPC's. I always wanted to tell Earana off when she back talked me for no reason.

But wait, there's more!...

What about such things as brawls? Romantic relations? Or how about rivalries! There is one thing about the Elder Scrolls games that disappointed me...I couldn't have an honest fight. You remember the days when a man could raise his fists against another man without fear of being slaughtered by guards for murdering a man? I say your fists should knock an opponent out for a long period of time! After such a thing happens, an optional finishing move could ensue by striking them while their lights are out. It's a rough idea, but something to go off of. Perhaps institute special occasions where your fists will not kill an NPC, but others would in a normal situation? Don't get me wrong, I love bringing down some goblins with nothing but the raw power of my MANPAWS, but sometimes I don't want to kill the filthy beggar pawing at my coinpurse. I just want to land a good smack in the face to put him in his place! You understand what I'm getting at here?

I'm finished with the pie, and now my life is vibrant.

I greatly enjoyed the romances from Dragon Age: Origins. Real men are svckers for romance. It's the truth, damnit! Or perhaps that's just me. I made a character specifically to court Leliana...mm...yes, well anyhow it isn't something to completely rule out. I think it would be interesting, and could perhaps even result in more side quests generated by Radiant Story? Your lover is kidnapped and is being ransomed for some object you possess, or a large sum of gold? Perhaps you have enemies who want to capture the Dovahkiin's latest fancy?

Rivalries would be swell, I think. Perhaps with the companion system the dev. team is currently refining (ADORING FAN ON STEROIDS), we could see such things as kill counts, where your buddy enters into a Gimile, Legolas competition of sorts?

DISCLAIMER: In no way is this a "DEVS PLEES REED I HAZ GEWD SUGESTUN" thread. Pertinent replies only, please, with your thoughts on these subjects! And have some diplomacy while you're at it, no?

Also feel free to interject with comments on your current choice of dessert.
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bimsy
 
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Post » Mon May 16, 2011 12:24 pm

An update! I've found a list on changes concerning the OP. Now, don't take the list as cannon, as it isn't set in stone (nor can the wiki be considered a legitimate source). Nonetheless, I can affirm much of this from scouring the internet, though there are a few things on this list I have not seen. One or two, anyhow.
  • If you kill an NPC in Skyrim who has a relative they may choose to seek revenge onto you if you were spotted. The NPC character might opt to find you and avenge their fallen loved one themselves, or they may hire other NPC's such as Fighters Guild members to kill you.
  • No more zoomed in static shot of the person you're talking to.
  • When a conversation is prompted, they will act as if it was in real life, doing the things they were busy on and occasionally looking at you instead of staring at you like a robot.
  • Radiant AI.
  • Better faces, they will now show deeper emotions when talking.
  • New, updated Radiant AI: You won't find townspeople loitering aimlessly in town squares anymore. Each citizen performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.
  • If you drop a sword on the ground near NPCs they will react to that as well, such as a child might try to give you the sword back or two men will fight over it. (Not only swords)
  • NPCs will dodge spells.
  • When you approach a NPC, they will engage in dialogue with you from a far while continuing to do their task or making gestures or pacing around, depending on what their personality is.
  • If you kill a shopkeeper, their family member will inherit the shop and will be angry about you, but still give you missions. Enemies don't necessarily charge at the player when they see him this time and some will have unique patterns and tendencies.
  • NPC's are said to be improved, having proper jobs and routines now and some will even take out a vendetta on you and will come to find you if you killed a loved one or relative for example.


In addition to this, here is a link to the "facts" list on the Skyrim wiki concerning features that will be introduced to the game, ranging from combat, to graphics, and storyline.

http://skyrim.wikia.com/wiki/Fact_List

  • The ability to grow a beard.


Do want. A full beard will go well with my manry manpaws.

So, ladies and gentlemen, your thoughts on these changes? I think my favorite introduction so far is the improvements to the combat system. Secondly, the graphics overhaul is simply breathtaking, and thirdly, smithing - it has the potential to be higher on my list, only I don't know enough about it yet. We'll see in the future.
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Rachel Eloise Getoutofmyface
 
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