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A Talking Statue Called: NPC

Category: Game Industry Game: Default Posted on Aug 23, 2008 2:05 am


Here finally I arrived at a place called “town” in an MMORPG world.

And there they are… the citizen of this town.

Standing there, whether it’s day or night, rain or sunny, never left their place.

They never walk to any part of the town.

You know exactly where to find them.

No social life, no need for food.

They can’t leave their places, so even if they had a problem, they would need your help to do it for them.

Including delivering items to other citizen.

And they are called NPC.

 

Well that statements, are not originally come from my mouth.  It’s from one of my friend.  And I have to agree with him.  Most of today MMORPG design their NPC as a talking statue in a place that they called town.

 

 

The illustration above is not an actual GE conversation with NPC.  I’m just giving a sample of nowadays typical NPCs and how quest is sound weird because of their “busy” reasons.

 

When I played Ultima series, there’s an event and quest, where I have to follow a man, pay attention to his social life, search for some place that he visit before, and take away an item from there.  The man that I followed was NPC!  That man has social life, he wake up in the morning, has a breakfast in his home, go to his shop, open and do some transaction, close his shop, go to a pub, and before he went to sleep, he go to his secret place where he store his valuable stolen items. 

 

It’s repetitive, but still it is better than just seeing a character that standing in a place that called town.  Better in terms of making the environment lively.  What we called town, should not only consist of walking players, but also some NPCs with their own schedule.

 

Higher demand of change in MMORPGs nowadays, is because more and more games are seems to be just typical or clone to each other.  Maybe publishers and developers afraid of coming out from the “success formula” of existing game.  But we, players, demand more creativity.  Including a change for a more “lively” NPCs.  Yes, there are some challenges in implementing them: a more complicated AI so there’s a greater chance for bugs, bandwidth problem because there are so many data to be transferred, and so on.  But I can imagine that the differences are worth the challenges.  While seeing a treant walking around in an Elf area of WoW already make a better environment, I bet seeing more NPCs have social life, would add great flavour to our gaming experience.

 

Personally, these are some examples of features that I want to see in the future for NPCs:

 

Has Their Own Social Schedule

I have mentioned before, if NPCs has their own social life, it would be exciting to live a real life town rather than having a place full of talking statue.

 

They Spread Rumors

Imagine that quests or treasures are being rumored in a pub by some of NPCs instead of a game intructions pop up and telling you to go to certain NPC for certain quest because you just reach certain level.  Some of them might be true but need another follow up, while other is just crap.  It’s up to you to believe it or not.

 

They Have Preference Toward Players

In the old RPGs, we have met some NPCs that have different reactions toward different type of players.  But unfotunately, today, most of MMORPGs are not implementing this anymore.  I imagine if NPC would avoid you if you don’t have enough strength, because he prefer to talk with players with strength based character.

 

There are so many imaginative way of how NPCs interact and make the environment alive.  But as I say before, it will depend on the current technology and courage of developers to make a breakthrough.  So I won’t give more examples, although I have many more, I prefer to wait if someone will actually make changes.

comments ( 9 )

NoGoodNamesLeft
Post Time : Nov 04,2008 7:32 am

freekosauve
Post Time : Aug 25,2008 7:37 pm
It would be one thing if all games would come even remotely close to a game like Elder Scrolls 4: Oblivion. Unfortunately since every thing that seems to be released now is free to play shovelware at beat. You are getting what you pay for. Which in this case is exactly nothing. It is sad that games that are made and released well after an epic game of the magnitude of ES4:O, you get cookie cutter garbage that is more akin to games on my super nintendo. This includes the painfully outdated graphics and poor overall quality in general. I think the NPC issue that this guy points out is just a part of the bigger puzzle here. It is my opinion that its just part of a much bigger problem. That problem is that the people who develop this free to play shovelware give you exactly what you pay for, and that is absolutely nothing.
Dexcross replied at 6:11 am Aug 26,2008
If we really spent some money on buying their item mall, and then we just got nothing, then it is cheating. Actually we still get something, but for current state: that's not enough. An example for free to play that give us something in this NPC's area is the title that Layce has mentioned before: Mabinogi. So, I don't think it's about free or not, but about how responsive the developer trying to give what best to the customers.
akatsukiswordmaster
Post Time : Aug 25,2008 7:25 am
Just adding to my comment below.
If we can make The Sims franchise, where everybody is living A LIFE. We should be able to do that with NPCs in MMOs. Like they don't need to take a shower and stuff like that, they just need to be able to go to places like an Armor shopkeeper will be going to get some iron. NPCs that talks to one another about whats going on the city. Just very simple details can make a really good game.
Just that developers seems to be too lazy to do that.
Dexcross replied at 6:08 am Aug 26,2008
Yeah, I just don't know whether they are too lazy to do that, or they just (arrogantly) believe that their current formula is the best one.
Kyrein
Post Time : Aug 25,2008 4:25 am

EQ did this very well. NPCs walked around, had conversations with each other etc. Some NPCs had no function other than to walk around shouting things. Other NPCs would give you their life story if you asked them. And yet other NPCs would either have a friendly chat with you or kill you on sight, depending on whether or not they liked you at the time.

Games these days, however, have lost all sense of a dynamic world. NPCs are statues with 1 or 2 different animations that repeat endlessly. Nothing happens! Nobody moves, the only possible exception being the guards. You used to be actually sent on errands that had meaning!  You found a guy in the sewers, he couldn't leave because he would be killed. So he gets you to go back up and give something to someone else to help him get out of there or told to protect him as he makes a break for freedom.

That sort of thing just doesn't happen these days - you get the same bland, boring, lifeless cities. It feels like you are in a robot world with soulless automatons instead of a vibrant, bustling city full of individuals with their own stories and lives.

Dexcross replied at 6:07 am Aug 26,2008
I agree, EQ was doing their job very well, but unfortunately more and more developer ignoring this key as another success factor for their game.
Invasion
Post Time : Aug 24,2008 8:48 pm
Well, Koreans only care about their MMO's as money making machines. They don't give a damn about putting some quality into their games. Statue NPCs simply make their piece of cake. Take for example, Granado Espada of the screenshot above. GE has excellent graphics as an MMO, i'd say probably the best i've ever seen (for an MMO). But even excellent graphics can't save it from its own demise caused by the item mall. The current state of GE is worsening, with its ever-increasing inflation of item prices, and having players constantly leaving the game. Not to mention that the only players left in the game are the very high level veteran players.

The message: Korean MMO's will continue to fall & fail unless they learn their lesson and stop making crappy quality item mall games, and take on a more quality-emphasis approach to produce strictly pay-to-play games, if they are to have any hope of matching up to western gaming giants like Blizzard's WoW.
Dexcross replied at 6:06 am Aug 26,2008
Well, not just Korean, but all games that ignoring the need of their market will continue to fall.
Dimsos
Post Time : Aug 23,2008 4:27 pm

Lol that picture was really funny.

I would like that the games that got this kind of NPC should get an "AI Developer"  so they can just stand there but start to walk or talking to other people like a bunch of games that got AI Npc. For example in Oblivion when you do a quest you have to search for an NPC of course some appear at night/day others start walking around the whole town but i would like if MMORPGs get NPCs like this one i told you already. But it seems its their style to just stand there asking you stupid favors.

Dexcross replied at 6:04 am Aug 26,2008
LOL.
Yeah, that's why in my other article, I put the Elder Scroll series as one of my MMOs wishlist.
furiosknight
Post Time : Aug 23,2008 8:06 am
A game that has events created by NPCs would be the best game ever! Let's say an NPC (blacksmith) got missing! then the people and players would have to look for him/her in order to buy or upgrade there weapons, the finder gets a very big reward!!! It would bring a whole new feel to the game! "Interactiveness is what we will always need"
Dexcross replied at 5:09 am Aug 26,2008
Or maybe we have to free that blacksmith from a boss, because if we don't do that, we can't upgrade the weapon, LOL. That's gonna be a more lively game! Agree with you furiousknight.
Layce
Post Time : Aug 23,2008 5:59 am

In Mabinogi, there is a npc called Tarlach which will change as a man at night while change as a bear at day. A girl called Fleta in Sen Mag Plateau will exist sometimes while disappear sometimes depend on what time you stay at there. A man called Price who is travelling all over Mabinogi world and it has to depend on your luck or you know his journey pattern and wait for him at his next destination. So I say that Mabinogi is quite a breakthrough not making their npc standing there 24/7 as a statue XD

There is another one mmorpg that their npc is not standing but walking, but I cant remember it... = For the rest of the mmorpg that I played...yes, they are statue, and they are deadly funny to ask me to pass item to the one only standing next to him...kind of dumb =_=

The next new mmorpg should try at least make this breakthrough to give player some more fun =) Nice article dexcross, you got the point ^^

Dexcross replied at 5:07 am Aug 26,2008
I'm really dying to try Mabinogi T_T
Yeah I know that there's some title that trying not to put the NPCs as their talking statue, that why I said "most". Thanks a lot for the compliment, Layce.
AkatsukiSwordmaster
Post Time : Aug 23,2008 4:54 am
I totally agree.
Let's say a guy gives you a quest, when you come back he is not at the same place as he was before, hes at a bar. >.<
And the asking them about your quest will be helpful too. Not just say: "My name is John and I am guard..".
Dexcross replied at 5:05 am Aug 26,2008
That's exactly an example that can describe a more lively game.