» Tue Aug 31, 2010 6:12 am
On generic NPCs:
As a general rule, I completely understand where modders come from when they create these... and where game developers come from in using them liberally. My opinion on them is entirely limited to the fact that they are seldom interesting, utterly devoid of depth, and lack any of those characteristics which makes them... well... a character. In my eyes, they are filler. And while filler is alright, as a designer of characters and a lover of character interaction... I am never quite satisfied with sending another poor 'red shirt' off to his untimely end.
It's not something limited to Morrowind, and certainly not your mod. It's just a preference of mine in regards to all all manner of RPG... and I entirely understand why such characters are not only important, but necessary.
Now... were this my mod (alas, I have no mods at the moment), I can tell you a few things which I would have done differently. Just as an example, of course.
The general members of the Fighters Guild are all rather ill-suited to going out and adventuring as a general rule.
For one, they're painfully poorly equipped. Most of them hardly have anything in the way of armor at all. Mind you, I have this nifty little mod that lets me recruit anyone... and then another that lets me engage in companion share with them... so I actually -can- take any member of the guild out with me... but still. They would die.
And my goal is not to kill off members of the guild... (or any guild, save for if my character is playing an enemy of said guild)... so I can understand why the next thought might be to make new characters who are more suitable to fighting in the wilderness. It's an excellent idea, at heart. Generic NPCs might die... but it's not going to bring the player to their knees if they do. They'll just loot their crap back and go about their way.
It works. I admit. It's a bit spartan... but it works.
However, there's also a compromise. Instead of creating constantly spawning generic characters with whom the player can go off and adventure with... no matter how many times that character may get killed... you could also create a handful of both potent -and- interesting characters, who FEEL as if they have been a member of the Fighter's Guild all along. Thanks to some of the truly advanced scripts available out there for companions, they're capable of doing everything from healing themselves (and sometimes -you-) to learning new spells, skills, and leveling up.
I'm not entirely sure if such a thing would actually remove the feeling of the character being 'locked' to your player's level... but it would certainly go a long ways to allowing the player to bring some interesting folks along with them. Furthermore, in the creation of the scripts which allows you to send those characters out on jobs... you could actually then code in a random chance for that character to level up while on a job, or find some interesting loot...
... or alas, perish painfully.
And then it could suddenly become -your- problem. If you get a character you're fond of killed... you feel bad. Characters like those become a RESOURCE, as a opposed to an endless tool of destruction you can send out again and again without concern. When a character becomes a valuable resource, we tend to treat them a little better than we treat other characters who just stand around doing nothing.
And if you create a few of these types, they could be virtual CLONES of one another, in terms of scripting and putting work into them. It would essentially come down to deciding their race, class, face, and hair... then equipping them with whatever default clothes and gear you want. The companion script applied to them would handle everything in terms of making them functional companions, unless I'm mistaken... so then you could just focus on creating interesting, quirky, fun, annoying, in-depth characters. Characters whose lives have some meaning.
If you do -that-, then the PLAYER becomes responsible for keeping them trained, equipped, and alive. It becomes more than just a numbers game of keeping the disposition of the guild a certain level. It becomes about keeping your best warriors alive... and training your new associates to become tomorrow's Champions.
Your mod is putting so much responsibility and authority into the player's hand that... to me... it just seems like it's be a shame if the characters and companions we're responsible for didn't have the same kind of importance. That's all.
It's not that I think you're lacking depth. It's that I think your mod is so good... that just this one small aspect stands out so glaringly by comparison to the rest of it. And so really, it's more of a compliment that I critique the random NPC's than anything.
I seriously think your concept is TOO GOOD for them...
How's -that- for an ego boost?