DEVELOPER'S SPOT#1: I'M AN NPC, THE ROLE OF NPCS IN YOUR GAMES
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Developer's Spot: Whenever I'm not working or working on my game I have ideas and questions that I would like to share with others. But because very few of my school/work friends are interested in game development I never get the chance. These Developer Spots will be a means of communicating with other developers about mechanics and ideas in games. Please feel free to participate and if you like to talk about these kind of things or your game in general feel free to PM me.
What is the purpose of NPC's? By definition they are Non-Playable Characters and they possess a variety of uses that range from the population of cities to contribution to a games story and central plot. But my question really deals with the role that they play in your games. NPCs are indeed crucial to the story as not every character presented can be a playable character (Chrono Cross nearly made this possible) but why are these NPCs so intertwined in your party's quest to save the world? Why do they lurk around enemy hot spots and sell you items just in the nick of time? Why are they always so helpless and if not helpless, is it necessary for these characters to join you party?
In Short:
These are just a few questions I had for myself last night when populating one of my games towns, also why the hell do NPCs just let you come into their houses and take their stuff? If you cant think of anything, this is one of my personal favorite articles on this site.
I'm an NPC, The Role of NPCs in Your Games
What is the purpose of NPC's? By definition they are Non-Playable Characters and they possess a variety of uses that range from the population of cities to contribution to a games story and central plot. But my question really deals with the role that they play in your games. NPCs are indeed crucial to the story as not every character presented can be a playable character (Chrono Cross nearly made this possible) but why are these NPCs so intertwined in your party's quest to save the world? Why do they lurk around enemy hot spots and sell you items just in the nick of time? Why are they always so helpless and if not helpless, is it necessary for these characters to join you party?
In Short:
- What is the purpose of NPCs in your games?
- How does your story affect the lives of these NPCs?
- Do all characters who appear useful have to join your party?
- What is the purpose of NPCs in town?
- Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
These are just a few questions I had for myself last night when populating one of my games towns, also why the hell do NPCs just let you come into their houses and take their stuff? If you cant think of anything, this is one of my personal favorite articles on this site.
I like topics like this.
I tend to use NPCs as story-flavoring and world-building. They can be used to give context and information about the world the game takes place in in a much more subtle and productive way than slamming the player with every detail about the game world in the opening crawl. I also tend to use NPCs to just say amusing or funny things a lot, often they'll have conversations with PCs which serve to characterize the main characters as well. Throw in the occasional hint or gameplay tip and that's generally how mine will work.
Darken's article is rad, here's another you might like.
http://rpgmaker.net/articles/2/
I tend to use NPCs as story-flavoring and world-building. They can be used to give context and information about the world the game takes place in in a much more subtle and productive way than slamming the player with every detail about the game world in the opening crawl. I also tend to use NPCs to just say amusing or funny things a lot, often they'll have conversations with PCs which serve to characterize the main characters as well. Throw in the occasional hint or gameplay tip and that's generally how mine will work.
Darken's article is rad, here's another you might like.
http://rpgmaker.net/articles/2/
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I clicked on the article Solitayre linked just because the URL gave it instant mad cred.
In my older games I used NPCs to generally shitty effect. About three fourths of them were excuses to add more jokes to the games, with the other fourth giving you a single sentence of informative non sequitor that helped to either give hints or fill in minor plot details (You know that supposedly invisible tower you're about to go to? Let me complain that it's totally not invisible, while the person next to me suggests that the demons haven't been able to get inside it).
In my new game I'm going more of a route taken by a lot of newer RPGs like Diablo 3, FF13, and a bunch of Bioware games. Also, by almost every story-driven game in the world that isn't an RPG. Specifically, I'm making it so random NPCs generally can't be talked to or interacted with unless they serve some role, either in the story or in the gameplay (i.e., a shopkeeper). I think RPGs started doing this mostly because it made it helped with costs for voice acting, but the real purpose of this as far as I'm concerned is so that when possible, I get to combine multiple minor roles into a single NPC. Which means, if it's done right, that in the end that single NPC comes to life a little more, and ends up having quite a few lines and maybe even a personality.
Diablo 3 is a perfect recent example of this. Instead of having one character who gives you a sidequest to find his lost apprentice, and another who reforges a crown for you, and another whose grandfather was the chancellor, and another whose wife is turning into a zombie and needs to be put down, and another who upgrades your weapons and armor, they combine all of these roles into a single NPC, Haedrig. He could have easily been split into five or more characters who never showed up again, but they chose to use one recurring character instead. As a result, he's a dude I end up caring about.
This kind of treatment makes the NPCs come to life in my mind. It changes them from informative textboxes to actual characters. It makes me care more about the world I'm in and the people I'm protecting.
The downside? The rest of the people are downgraded from informative textboxes to doodads. Can't have everything. But personally I'd rather see a game do a few things well than a lot of things poorly, and I see no reason why that rule shouldn't apply to NPCs.
In my older games I used NPCs to generally shitty effect. About three fourths of them were excuses to add more jokes to the games, with the other fourth giving you a single sentence of informative non sequitor that helped to either give hints or fill in minor plot details (You know that supposedly invisible tower you're about to go to? Let me complain that it's totally not invisible, while the person next to me suggests that the demons haven't been able to get inside it).
In my new game I'm going more of a route taken by a lot of newer RPGs like Diablo 3, FF13, and a bunch of Bioware games. Also, by almost every story-driven game in the world that isn't an RPG. Specifically, I'm making it so random NPCs generally can't be talked to or interacted with unless they serve some role, either in the story or in the gameplay (i.e., a shopkeeper). I think RPGs started doing this mostly because it made it helped with costs for voice acting, but the real purpose of this as far as I'm concerned is so that when possible, I get to combine multiple minor roles into a single NPC. Which means, if it's done right, that in the end that single NPC comes to life a little more, and ends up having quite a few lines and maybe even a personality.
Diablo 3 is a perfect recent example of this. Instead of having one character who gives you a sidequest to find his lost apprentice, and another who reforges a crown for you, and another whose grandfather was the chancellor, and another whose wife is turning into a zombie and needs to be put down, and another who upgrades your weapons and armor, they combine all of these roles into a single NPC, Haedrig. He could have easily been split into five or more characters who never showed up again, but they chose to use one recurring character instead. As a result, he's a dude I end up caring about.
This kind of treatment makes the NPCs come to life in my mind. It changes them from informative textboxes to actual characters. It makes me care more about the world I'm in and the people I'm protecting.
The downside? The rest of the people are downgraded from informative textboxes to doodads. Can't have everything. But personally I'd rather see a game do a few things well than a lot of things poorly, and I see no reason why that rule shouldn't apply to NPCs.
LockeZ you brought up a good point, Im in the process of populating a big town. As seen in the examples provided, I have the daunting task of deciding whether these NPCs should interact with my players or completely ignore them and pursue their own random agenda (i.e. animated sprites that you cant talk to). If I were to make every NPC interact with the player, the amount of valuable information and depth of NPCs in general would fly out the window. 20 NPCs talking about the same horrible plague is repetitive, likewise 20 NPCs giving you hints and clue strikes me as odd, is everyone in this helpless town that helpful? Now if you go the route of FF13 where the NPCs just kind of stand there and may have some random dialog pop up, it almost makes you wonder if the NPCs are there for any other reason than to make the world seem alive. I like what Happy did with his NPCs.
I don't want to create a game, if it was possible I'd create an entire living breathing world. If I approach my game-design choices like that NPCS don't need to serve any real purpose towards the game itself, rather they'd be living entities with their own choices and actions that change depending on their own individual behaviors. Of course I don't have the skills to pull off something like this but that's how I try to approach my game design. They end up adding to the gameplay in how they are able to interact with the character but I "try" to allow them to do their own thing and make their own choices. This way they appear to have more stake in the world and feel more grounded. They are not just there to provide a one-liner when the player speaks with them, instead they appear to have purpose of their own and not just to the character/player.
Characters are made by their interactions with others or within themselves, if you're privy to their thoughts, explicitly or implicitly.
I make quite the effort applying personalities to my random town NPCs. I'll often give names and faces to some seemingly insignificant NPCs, give them backstories and little memories interacting with the party.
Why? I want the gamer to care if that NPC lives or dies.
It's hard to feel the drama from the threat of losing something important, if there's nothing but bland, nameless NPCs in peril.
It's a design choice to make many town NPCs into fully developed characters. I know I spend in inordinate amount of time making scenarios for characters who have no significance beyond the town they live in, but that's what I want.
Whenever I dive into creating a new town setting, I figure to make at least 10-20 fully developed characters. I open up a notepad and off I go writing them into the story.
I dunno if it's worth the effort, but I think it's better than Bob the Farmer and his weather report.
@Ashley
How big of a town are you talking about? The first major city in my game's got about 200 NPCs to talk to and a similar topic is shared by no more than 3 of them. And yes, this town took me forever to populate. You can always find a way to make them say different things if you feel like it's necessary.
In my case, that meant inventing newer or deeper aspects of world building. There's not just one calamity afflicting the plain townspeople; a lot more happens in their lives. If an evil king locks down the port, how does this affect the traders, fisherman, etc? What are their reactions, opinions? How does your protagonist feel when a cute little girl tells him her dad is abroad and can't come home because of the situation? Is there any added motivation to go do something about it?
If you don't feel like developing a ton of NPCs, LockeZ's idea of consolidating NPC interactions into one person is a solid idea.
One other technique I use in spicing up my NPCs is the idea of recurring miscellaneous persons. I'll give a face and personality to a nameless NPC as he says... whatever it is that he says. In another section of town, you'll see the same NPC, still nameless, saying something totally different but with the same attitude, tone, personality. It's supposed to be a totally different person, but to the gamer, it'll feel like its the same guy, since he looks and talks alike. You can feel like you're getting to know the NPCs, even nameless ones, just by thinking "oh this guy again."
I make quite the effort applying personalities to my random town NPCs. I'll often give names and faces to some seemingly insignificant NPCs, give them backstories and little memories interacting with the party.
Why? I want the gamer to care if that NPC lives or dies.
It's hard to feel the drama from the threat of losing something important, if there's nothing but bland, nameless NPCs in peril.
It's a design choice to make many town NPCs into fully developed characters. I know I spend in inordinate amount of time making scenarios for characters who have no significance beyond the town they live in, but that's what I want.
Whenever I dive into creating a new town setting, I figure to make at least 10-20 fully developed characters. I open up a notepad and off I go writing them into the story.
I dunno if it's worth the effort, but I think it's better than Bob the Farmer and his weather report.
@Ashley
How big of a town are you talking about? The first major city in my game's got about 200 NPCs to talk to and a similar topic is shared by no more than 3 of them. And yes, this town took me forever to populate. You can always find a way to make them say different things if you feel like it's necessary.
In my case, that meant inventing newer or deeper aspects of world building. There's not just one calamity afflicting the plain townspeople; a lot more happens in their lives. If an evil king locks down the port, how does this affect the traders, fisherman, etc? What are their reactions, opinions? How does your protagonist feel when a cute little girl tells him her dad is abroad and can't come home because of the situation? Is there any added motivation to go do something about it?
If you don't feel like developing a ton of NPCs, LockeZ's idea of consolidating NPC interactions into one person is a solid idea.
One other technique I use in spicing up my NPCs is the idea of recurring miscellaneous persons. I'll give a face and personality to a nameless NPC as he says... whatever it is that he says. In another section of town, you'll see the same NPC, still nameless, saying something totally different but with the same attitude, tone, personality. It's supposed to be a totally different person, but to the gamer, it'll feel like its the same guy, since he looks and talks alike. You can feel like you're getting to know the NPCs, even nameless ones, just by thinking "oh this guy again."
I think the most important thing is to define just what an NPC is - that is, a Non Playable Character. Kefka? An NPC. Queen Zeal? An NPC. Zorn and Thorn? NPCs. Lucretia, Hojo and the Turks? All NPCs. Important NPCs, but NPCs non-the-less.
Each NPC has a different rating of importance to the story being told, whether it be as the main villain, the girl the main character once dated, the mentor who just got killed, the guy who keeps showing up drunk in the middle of dungeons, the snarky shop owner with a heart of gold or the random kid on the street who worries about his lost dog.
Once you realise that anyone who isn't a playable character is an NPC, then you realise just how important they can be. No game can exist without them. They can be motivation, information, realisation and everything in between. They are just as, if not more so, important than the main character because they are what causes the character to learn, understand and become who they are. Without the interaction NPCs provide, games often become a monologue of the main character or divulge into the silent protagonist route.
Of course, that's not to say that there aren't games out there which don't carry off the whole 'I talk to myself and interact with on-one and this game is just as awesome as any other~' thing perfectly fine, but when it comes to an RPG, NPCs are very important.
What is the purpose of NPCs in your games?
In my own games I want the NPCs to be a mix of information dispensers, extra characters and people who deepen the experience. This means I try to give them some sort of life aside from someone the characters can talk to to garner information about the next area. I view them as little characters with their own worlds and thoughts, their own worries. They don't need to care about who the hero is or why s/he is doing what s/he is. They might lend an ear, if friendly, or help out in some way if generous, but they have their own lives to live.
Does this mean I make them ignore the player? No. If you walk up to someone in the street and say hello, they'll most likely reply in kind. If you walk up to a stranger in a book store and tell them that the book they're looking at is really good and you've read it, a lot of the time they'll try to engage you in conversation to work out if what you like is what they like too. It's human nature to try to expand ourselves into others' lives when approached like so.
So I craft characters who are going about their lives and end up talking to the hero - usually someone who is engaging and charismatic - about common interests. I make them talk about local news and sometimes throw in a joke or two - as people really do when they're nervous or just silly. I try to make them as real as I can, even if they only have two or three lines in the game.
How does your story affect the lives of these NPCs?
Usually only minimally, unless it affects a whole town or group, though there are times I'll have things change what happens so that a feeling of progress is reached. For instance, the road is blocked between two towns. The heroes head through that area, kill off the bandits blocking the road and continue on their way. If they come back to the towns they'll find travellers they first saw in one of the other towns now in the other, or even back in a previous town.
Do all characters who appear useful have to join your party?
No, and why should they? There are plenty of other inventors, fighters, magicians, alchemists, druids and what not in the world. Even Suikoden - a game where you collected people to join your castle (basically) - had people that couldn't join you. Even some that weren't enemies. Sure, they were mostly side characters, but they were there. Not every useful person should join you. Hell, some could make groups that try to outdo your performances - did that one before.
What is the purpose of NPCs in town?
Information, interaction, distraction, revelation, character growth, side quest, item gain, item loss - they will be what you have a mind for them to be. You could make them anything.
Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
Make him a person. Vary his movements. Maybe he randomly appears in places - watering plants, planting seeds, pulling weeds, raking grass, feeding/milking cows. Give him better dialogue.
"Sure is sunny today... Hopefully the sun worms won't decide to wreak havoc on my tomatoes. Damn, I need a new dog, I'm almost out of ice pellets." Then he could give you a minigame where you kill worms for him or a side quest to find him a dog. Hell, he already told you their weakness - ice. He'll only be boring if you make him boring.
Each NPC has a different rating of importance to the story being told, whether it be as the main villain, the girl the main character once dated, the mentor who just got killed, the guy who keeps showing up drunk in the middle of dungeons, the snarky shop owner with a heart of gold or the random kid on the street who worries about his lost dog.
Once you realise that anyone who isn't a playable character is an NPC, then you realise just how important they can be. No game can exist without them. They can be motivation, information, realisation and everything in between. They are just as, if not more so, important than the main character because they are what causes the character to learn, understand and become who they are. Without the interaction NPCs provide, games often become a monologue of the main character or divulge into the silent protagonist route.
Of course, that's not to say that there aren't games out there which don't carry off the whole 'I talk to myself and interact with on-one and this game is just as awesome as any other~' thing perfectly fine, but when it comes to an RPG, NPCs are very important.
What is the purpose of NPCs in your games?
In my own games I want the NPCs to be a mix of information dispensers, extra characters and people who deepen the experience. This means I try to give them some sort of life aside from someone the characters can talk to to garner information about the next area. I view them as little characters with their own worlds and thoughts, their own worries. They don't need to care about who the hero is or why s/he is doing what s/he is. They might lend an ear, if friendly, or help out in some way if generous, but they have their own lives to live.
Does this mean I make them ignore the player? No. If you walk up to someone in the street and say hello, they'll most likely reply in kind. If you walk up to a stranger in a book store and tell them that the book they're looking at is really good and you've read it, a lot of the time they'll try to engage you in conversation to work out if what you like is what they like too. It's human nature to try to expand ourselves into others' lives when approached like so.
So I craft characters who are going about their lives and end up talking to the hero - usually someone who is engaging and charismatic - about common interests. I make them talk about local news and sometimes throw in a joke or two - as people really do when they're nervous or just silly. I try to make them as real as I can, even if they only have two or three lines in the game.
How does your story affect the lives of these NPCs?
Usually only minimally, unless it affects a whole town or group, though there are times I'll have things change what happens so that a feeling of progress is reached. For instance, the road is blocked between two towns. The heroes head through that area, kill off the bandits blocking the road and continue on their way. If they come back to the towns they'll find travellers they first saw in one of the other towns now in the other, or even back in a previous town.
Do all characters who appear useful have to join your party?
No, and why should they? There are plenty of other inventors, fighters, magicians, alchemists, druids and what not in the world. Even Suikoden - a game where you collected people to join your castle (basically) - had people that couldn't join you. Even some that weren't enemies. Sure, they were mostly side characters, but they were there. Not every useful person should join you. Hell, some could make groups that try to outdo your performances - did that one before.
What is the purpose of NPCs in town?
Information, interaction, distraction, revelation, character growth, side quest, item gain, item loss - they will be what you have a mind for them to be. You could make them anything.
Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
Make him a person. Vary his movements. Maybe he randomly appears in places - watering plants, planting seeds, pulling weeds, raking grass, feeding/milking cows. Give him better dialogue.
"Sure is sunny today... Hopefully the sun worms won't decide to wreak havoc on my tomatoes. Damn, I need a new dog, I'm almost out of ice pellets." Then he could give you a minigame where you kill worms for him or a side quest to find him a dog. Hell, he already told you their weakness - ice. He'll only be boring if you make him boring.
author=Lotus_Games
If I approach my game-design choices like that NPCS don't need to serve any real purpose towards the game itself, rather they'd be living entities with their own choices and actions that change depending on their own individual behaviors. Of course I don't have the skills to pull off something like this but that's how I try to approach my game design.
No one does. Not one studio in the world can create a "living breathing world" because there comes a huge compromise especially when time is precious. There's really no point anyway, a Pokemon NPC serves the player more than an NPC that's capable of fake human behavior.
In Short:
■What is the purpose of NPCs in your games?
Give hints. People don't need to over complex it by having rich dialog and conversations that go on forever, but are so realistic that they are on par with Quinten Tarrentino with 20 minute conversations about nothing.
■How does your story affect the lives of these NPCs?
It shouldn't. They should say how much it sucks and then how happy they are you saved them.
■Do all characters who appear useful have to join your party?
huh?
■What is the purpose of NPCs in town?
Give hints.
■Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
What would a farmer really talk about??? No they're there to give hints like monsters keep eating my crops. That never happened before X came here. Or if I weren't so busy tending crops I'd GO EAST and kill that X myself.
■What is the purpose of NPCs in your games?
Give hints. People don't need to over complex it by having rich dialog and conversations that go on forever, but are so realistic that they are on par with Quinten Tarrentino with 20 minute conversations about nothing.
■How does your story affect the lives of these NPCs?
It shouldn't. They should say how much it sucks and then how happy they are you saved them.
■Do all characters who appear useful have to join your party?
huh?
■What is the purpose of NPCs in town?
Give hints.
■Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
What would a farmer really talk about??? No they're there to give hints like monsters keep eating my crops. That never happened before X came here. Or if I weren't so busy tending crops I'd GO EAST and kill that X myself.
Writing for NPCs has always been something I just hate doing. Hell I haven't really done it at all so far, just a few to make it seem like you can talk to them.
I do however try to create characters for side quests though. No fetch quest things.. Well plain fetch quests, as in there's a purpose behind why you need to get this item to the NPC or back to the NPC, that kinda thing.
Creating a living breathing world in rpg maker.. That's a good one.
Edit - Damn Ascendence, why did you have to go away! Even bringing that kind of detail is just annoying. I don't want to be editng sprites all day long those purposes. One or two maybe, and character movement I'll give a shot, but man Rei probably stopped just because of the amount of effort he was putting in.
I do however try to create characters for side quests though. No fetch quest things.. Well plain fetch quests, as in there's a purpose behind why you need to get this item to the NPC or back to the NPC, that kinda thing.
Creating a living breathing world in rpg maker.. That's a good one.
Edit - Damn Ascendence, why did you have to go away! Even bringing that kind of detail is just annoying. I don't want to be editng sprites all day long those purposes. One or two maybe, and character movement I'll give a shot, but man Rei probably stopped just because of the amount of effort he was putting in.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Giving hints to the player is important but there has to be a less retarded way to do it. What's your opinion on my suggestion, Shortround?
author=DarkenTo create a truly dynamic, realistic virtual world, I kinda think you'd probably need an entire design team to spend an entire game development cycle for each possible NPC.author=Lotus_GamesNo one does. Not one studio in the world can create a "living breathing world" because there comes a huge compromise especially when time is precious. There's really no point anyway, a Pokemon NPC serves the player more than an NPC that's capable of fake human behavior.
If I approach my game-design choices like that NPCS don't need to serve any real purpose towards the game itself, rather they'd be living entities with their own choices and actions that change depending on their own individual behaviors. Of course I don't have the skills to pull off something like this but that's how I try to approach my game design.
I try to approach NPCs from a different perspective with each series of games I make. If they work the same way each time, it can feel like you're making the exact same game over and over again because it really adds to the general atmosphere of gameplay.
For instance, I've used NPCs in a hint-based capacity, as many people have mentioned here already. This usually ends with a bunch of "extras" who really are of no benefit to any player, which I've REALLY grown tired of seeing/doing in RPGs. It fits the bill for retro games (which is pretty much why I did it for the EL games), but it's pretty useless overall because nowadays players would rather skip talking to them after running into a couple "Nice day to you" NPCs.
On the other hand, I've used NPCs purely as comic relief (as LockeZ said he did) as well. In Surreality, virtually every NPC had long, important conversations that help to inform players of their hero's relationships with them, and also as a world-building tool that in the end leads up to a twist ending. And in my newest venture, NPCs have the potential to become playable characters and they gain levels when you complete quests for them or answer them in a favorable way.
It's okay to be generic with NPCs if you think it fits the bill, but if you have multiple projects happening, I would suggest trying to be creative with them.
For instance, I've used NPCs in a hint-based capacity, as many people have mentioned here already. This usually ends with a bunch of "extras" who really are of no benefit to any player, which I've REALLY grown tired of seeing/doing in RPGs. It fits the bill for retro games (which is pretty much why I did it for the EL games), but it's pretty useless overall because nowadays players would rather skip talking to them after running into a couple "Nice day to you" NPCs.
On the other hand, I've used NPCs purely as comic relief (as LockeZ said he did) as well. In Surreality, virtually every NPC had long, important conversations that help to inform players of their hero's relationships with them, and also as a world-building tool that in the end leads up to a twist ending. And in my newest venture, NPCs have the potential to become playable characters and they gain levels when you complete quests for them or answer them in a favorable way.
It's okay to be generic with NPCs if you think it fits the bill, but if you have multiple projects happening, I would suggest trying to be creative with them.
Disclaimer: With the obvious exception, I'm talking about "unimportant" NPCs such as townspeople, not the main villain and other plot heavy characters.
In Short:
I have seen people say world building and such. I prefer to say that they help give context to the game world. The heroes really are saving a world full of people, towns actually are towns and so on. It more or less means the same as world building.
I prefer saying giving context because while it pretty much means the same, I think that changes the focus. The NPCs aren't there to make the world living and breathing, they are there to make the world look like it's living and breathing. As such, you need to see it from the player's perspective.
For example, in one (now canceled) game I made, the potion merchants in the main town were two young twin sisters who has a semi interesting story, one which won't be revealed immediately though. However, I don't want to ambush an unsuspecting player who just want to buy healing items with it (there's also no guarantee in that game that they player will buy healing items at all either,) so I need a non intrusive way to alert the player that there's more to them than just being money -> healing item converters. Well, the twin sisters were supposed to be young and beautiful, so just have a couple of men in a pub longing for them and maybe have another NPC mention them as well, say an old woman thinks they should get married.
3-4 NPCs mentioning them will flag them as more important (less unimportant) than the average Joe citizen, hopefully without coming of as to gamey. Players who don't talk to NPCs won't know about them, but those kinds of players are less likely to be interested in hearing their story to begin with. Think of how the player will experience them because NPCs only serve a purpose when they affect the player (note that an NPC can affect players even long after they talked to them.)
Lately, I been choosing a model where I only have one town, alternatively I have one main town (think Toad town in Paper Mario,) so that gives me the opportunity to write different dialogs for the NPCs as the game goes on without needing an unreasonable effort. So, the NPCs will be affected by the events. Generally, things gets gradually worse to tell the player that something has to be done soon.
No?
Well, I have seen games where the only useful people are PCs and any other person who has any kind of power is a villain. I don't think that's the best approach for a story though.
I don't think you should write NPC dialogs just because that's the "proper" thing to do in an RPG. You can get the NPCs to convey something meaningful even with only one sentence.
For example, imagine that the random encounters are actually part of the story, the country is more or less overrun by monsters. The only semi safe places are walled cities. Now, let some children complain about not being allow to play at place X. By talking to another NPC, the player will find out that place X is near the city-wall. A guard patrolling the city wall will tell that while the wall stops most monsters, flying ones aren't very impressed by that barrier.
Now the player has the information to figure out that the closer to the wall you are, the more dangerous it is and that's why the children aren't allowed to be there. None of the involved NPCs need long dialogs for that, but they still helps painting a picture of the situation. You can also make NPCs who live close to the city wall be more anxious then those living further into the middle of the city.
You don't need to give every NPC a backstory, a family tree and a novel worth of dialogs, just a bit of thought can go a long way I think.
In Short:
- What is the purpose of NPCs in your games?
- What is the purpose of NPCs in town?
I have seen people say world building and such. I prefer to say that they help give context to the game world. The heroes really are saving a world full of people, towns actually are towns and so on. It more or less means the same as world building.
I prefer saying giving context because while it pretty much means the same, I think that changes the focus. The NPCs aren't there to make the world living and breathing, they are there to make the world look like it's living and breathing. As such, you need to see it from the player's perspective.
For example, in one (now canceled) game I made, the potion merchants in the main town were two young twin sisters who has a semi interesting story, one which won't be revealed immediately though. However, I don't want to ambush an unsuspecting player who just want to buy healing items with it (there's also no guarantee in that game that they player will buy healing items at all either,) so I need a non intrusive way to alert the player that there's more to them than just being money -> healing item converters. Well, the twin sisters were supposed to be young and beautiful, so just have a couple of men in a pub longing for them and maybe have another NPC mention them as well, say an old woman thinks they should get married.
3-4 NPCs mentioning them will flag them as more important (less unimportant) than the average Joe citizen, hopefully without coming of as to gamey. Players who don't talk to NPCs won't know about them, but those kinds of players are less likely to be interested in hearing their story to begin with. Think of how the player will experience them because NPCs only serve a purpose when they affect the player (note that an NPC can affect players even long after they talked to them.)
- How does your story affect the lives of these NPCs?
Lately, I been choosing a model where I only have one town, alternatively I have one main town (think Toad town in Paper Mario,) so that gives me the opportunity to write different dialogs for the NPCs as the game goes on without needing an unreasonable effort. So, the NPCs will be affected by the events. Generally, things gets gradually worse to tell the player that something has to be done soon.
- Do all characters who appear useful have to join your party?
No?
Well, I have seen games where the only useful people are PCs and any other person who has any kind of power is a villain. I don't think that's the best approach for a story though.
- Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
I don't think you should write NPC dialogs just because that's the "proper" thing to do in an RPG. You can get the NPCs to convey something meaningful even with only one sentence.
For example, imagine that the random encounters are actually part of the story, the country is more or less overrun by monsters. The only semi safe places are walled cities. Now, let some children complain about not being allow to play at place X. By talking to another NPC, the player will find out that place X is near the city-wall. A guard patrolling the city wall will tell that while the wall stops most monsters, flying ones aren't very impressed by that barrier.
Now the player has the information to figure out that the closer to the wall you are, the more dangerous it is and that's why the children aren't allowed to be there. None of the involved NPCs need long dialogs for that, but they still helps painting a picture of the situation. You can also make NPCs who live close to the city wall be more anxious then those living further into the middle of the city.
You don't need to give every NPC a backstory, a family tree and a novel worth of dialogs, just a bit of thought can go a long way I think.
I appreciate when NPCs give you multiple options like "Shut up" or "Go on1" "Go on2" etc. Bonus if the Terminate option is first (for those button mashers). Conversation branching makes things so much more interesting & interactive for the completionist (and so much more convenient for the rushers). It makes if feel like you're actually...well, conversing with the NPC.
As said above, even the most "useless"/standard-looking NPCs are great for weaving in mini-stories. Even examine text or movement can qualify as "NPCs." Using few NPCs (frequently checking back on an orphanage) or many related ones (Youngster #17: "I like shorts!" / each town having its underground society spy or family-related innkeeper) adds a sense of cohesion. But being completely random and wacky is important too: share those brilliant random ideas you get throughout the day!
In the end, it comes down to your substance and not the packaging. Great writing makes the NPCs memorable, regardless of format, font, or animations (please don't punish the reader with a "?" "!" "..." bubble before every line). Those epic Russian novels can have like 50 characters, while other stories only show you a handful. So I don't think it's a question of "how spread out should the NPC world be" or "what game-related purpose does this guy have" but rather, the quality and enjoyability of the writing which determines everything else.
As said above, even the most "useless"/standard-looking NPCs are great for weaving in mini-stories. Even examine text or movement can qualify as "NPCs." Using few NPCs (frequently checking back on an orphanage) or many related ones (Youngster #17: "I like shorts!" / each town having its underground society spy or family-related innkeeper) adds a sense of cohesion. But being completely random and wacky is important too: share those brilliant random ideas you get throughout the day!
In the end, it comes down to your substance and not the packaging. Great writing makes the NPCs memorable, regardless of format, font, or animations (please don't punish the reader with a "?" "!" "..." bubble before every line). Those epic Russian novels can have like 50 characters, while other stories only show you a handful. So I don't think it's a question of "how spread out should the NPC world be" or "what game-related purpose does this guy have" but rather, the quality and enjoyability of the writing which determines everything else.
I use NPCs as an idea to tell the player how the world is like to the characters, not what, but how. If there's an evil king who rules a country with 2 cities, one rebellious and one under a spell, how do they act to it? And does the player's character react to it as well. Anything that hapens in a story, doesn't have to happen to a whole town, but should only effect the NPCs that are related to it, unless something out there is gossiping or just literally blurting it out to the whole god damn town. That's what I think.
My NPCs used to be the old pointless drivel of "Welcome to Corneria!" and "This town is so nice!" Then I played Grandia. Just the simple act of the PCs actually INTERACTING on some level with the NPCs just created a total paradigm shift in my understanding of how players interact with characters. Not only can NPCs give information, but they can also engage the player in conversation, if only through the words of the PCs. Add onto that a great love for the verbosity that characters in RM games like Love & War and Phylomortis have and you basically have my idea of a "good" NPC.
This is really talking about the NPCs that wander or don't have much emphasis on the plot, so like minor NPCs as opposed to major NPCs. I kinda exempt major NPCs since their dialogue can be mostly plot-driven, so that falls under a different issue, imo. But yeah, NPCs are there for just about EVERYTHING. At least that's how I use them - character backstory, world-building, flavor text... There's almost limitless possibilities to the kind of information a NPC can disperse.
This is really talking about the NPCs that wander or don't have much emphasis on the plot, so like minor NPCs as opposed to major NPCs. I kinda exempt major NPCs since their dialogue can be mostly plot-driven, so that falls under a different issue, imo. But yeah, NPCs are there for just about EVERYTHING. At least that's how I use them - character backstory, world-building, flavor text... There's almost limitless possibilities to the kind of information a NPC can disperse.
I did a blog post on this fairly recently so I have a couple things to add.
Also, I'm trying to get a give couple of NPCs their own individual sub-stories within my project. After every sizable section of the game, each NPC would have some sort of development (possibly even aided by a PC action), leading to new dialogue, and even possible quests, for the player.
I admit that I'm probably going to resort to random movement out of sheer laziness, though. ;(
- What is the purpose of NPCs in your game
s?
Also, I'm trying to get a give couple of NPCs their own individual sub-stories within my project. After every sizable section of the game, each NPC would have some sort of development (possibly even aided by a PC action), leading to new dialogue, and even possible quests, for the player.
- How does your story affect the lives of these NPCs?
- Do all characters who appear useful have to join your party?
- What is the purpose of NPCs in town?
- Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
I admit that I'm probably going to resort to random movement out of sheer laziness, though. ;(
In Short:
To fulfill your every want and need. To basically talk about stuff, to tell you about stuff, and to inform you about stuff. They're basically there to exist, as people to interact with and play with and dance with. That's the life of an NPC.
No. But seriously, it's too hard. Make it simple by making your NPCs really simple and 1-dimensional. Not every game has to be Persona.
No.
To inform, to tell you stuff, to talk to you, to keep you company. Personally I like to have as few NPCs as possible because it takes away from that "isolated" feel I know and love.
Exactly. But NPCs have motivations too, you know? Just make him say something like, "OMG my house is on fire". And then minigame: shoot your fire out with water. Yeah, that'll work. He'll give you 5 gold at the end!
- What is the purpose of NPCs in your games?
To fulfill your every want and need. To basically talk about stuff, to tell you about stuff, and to inform you about stuff. They're basically there to exist, as people to interact with and play with and dance with. That's the life of an NPC.
- How does your story affect the lives of these NPCs?
No. But seriously, it's too hard. Make it simple by making your NPCs really simple and 1-dimensional. Not every game has to be Persona.
- Do all characters who appear useful have to join your party?
No.
- What is the purpose of NPCs in town?
To inform, to tell you stuff, to talk to you, to keep you company. Personally I like to have as few NPCs as possible because it takes away from that "isolated" feel I know and love.
- Why bother giving Bob the Farmer dialog if he has no life outside of "The weather is great today" *Move Event: Bob, Move Right, Move Right, Move Left, Move Left*?
Exactly. But NPCs have motivations too, you know? Just make him say something like, "OMG my house is on fire". And then minigame: shoot your fire out with water. Yeah, that'll work. He'll give you 5 gold at the end!
I mostly use my npcs to make fun of certain design choices.
Hey look! They're birds that can fly 500 MPH. What funky magic is that!?!?!?!
If my NPCs doesn't have a unique faceset and character set,
I won't try too hard to make them super realistic, but more convenient and/or funny to the player.
Hey look! They're birds that can fly 500 MPH. What funky magic is that!?!?!?!
If my NPCs doesn't have a unique faceset and character set,
I won't try too hard to make them super realistic, but more convenient and/or funny to the player.