Essential NPC's Thread [2]

Post » Thu Nov 26, 2015 6:11 pm

:icecream:

User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri Nov 27, 2015 4:36 am

Well random npc who give out pretty random quests can be killed in all previous games, npc who is involved in important quest chains can not.

This should also be pretty easy to fix by mods, yes it has some chance of screwing up you game

User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri Nov 27, 2015 2:03 am

I'm going a little off topic here, but there are lots of "pen-and-paper" RPG that don't need an all-powerful DM. In those RPG the one narrating the story is in charge to create the world and adapt it based on the players' actions and descriptions. Players' action are reviewed by peer decisions ( i.e. the other players can raise doubts on cheesy moves ). What is more important in those RPG is the result, the fiction, not the story itself.

To return intopic, while I like the approach I described, it is unfeasible (yet) for a software to accomodate it; thus the old approach is still the only valid one.

A game developer has to do what he can to assure that at least the main quest can be completed no matter what. Thus essential characters. Of course the could lose the essential trait once the quest has been completed. I vouch for that.

User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Thu Nov 26, 2015 9:03 pm

That's the problem I'm talking about in my comments the important quest NPC's. All quest NPC's should be killable.

User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Previous

Return to Fallout 4

cron