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The Dreaded NPC Quest Box:


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#1
ziloe

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One of the many gripes I had with Skyrim was the amount of people who would talk to you, like they were literally just a quest box to tick yes or no to. They'd tell you a quick sob story and imagine you were the only one to solve their problems, and you could be kind and help, or you could be like whatever, deal with your own crap.

So far, it seems we have some interesting ways of communicating in Inquisition, but there was a beautiful mod I came across some time back for Skyrim, that brought so much more interactivity and life to my experience. It's an ambitious mod called: Interesting NPCs. 
And as an example of things that can happen, my first experience was talking to a homeless man in rags, who genuinely believed people were simply dropping money at his feet because they believed in his goal to design a new brew of mead. Of course he was crazy, but I could indulge in this character's life without him actually asking me to DO anything for him. It was a simple conversation that for all intents and purposes, would lead nowhere, but still breath new life into the world too.

All that said, Inquisition is looking amazing so far, but I worry that for all the space we have to explore, the only people worth talking to outside of our companions, will be the dreaded NPC quest boxs.

((Discuss))

#2
thats1evildude

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That's all well and good, but who wants to earn some gold by bringing me the testicles of six Blight wolves?

#3
Ecmoose

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Unfortunatley that's most likely the case. When nothing was voiced, NPC's could have lengthy back stories that didn't add to your experience. But time and money are involved in voice work.

#4
cJohnOne

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You can talk to average npc people you run across? That would be new for Dragon Age.

#5
Guest_simfamUP_*

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Ecmoose wrote...

Unfortunatley that's most likely the case. When nothing was voiced, NPC's could have lengthy back stories that didn't add to your experience. But time and money are involved in voice work.


???

GM's have been using these xp drones for years.

Haven't any of you read DM of the Rings and/or Order of the Stick? They basically take the ****** out of good ol' PnP :lol:

#6
ziloe

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Ecmoose wrote...

Unfortunatley that's most likely the case. When nothing was voiced, NPC's could have lengthy back stories that didn't add to your experience. But time and money are involved in voice work.


Ha, true. Though I figured time was something they still had, given the extension. Still, Interesting NPCs had people doing various voices for various NPCs, and it was all quite well done too.

#7
ziloe

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simfamSP wrote...

Ecmoose wrote...

Unfortunatley that's most likely the case. When nothing was voiced, NPC's could have lengthy back stories that didn't add to your experience. But time and money are involved in voice work.


???

GM's have been using these xp drones for years.

Haven't any of you read DM of the Rings and/or Order of the Stick? They basically take the ****** out of good ol' PnP :lol:


Man, I really need to finish reading Order of the Stick.

#8
The Six Path of Pain

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Better that than the random find and return quests they had in DA2 /:

#9
ziloe

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The Six Path of Pain wrote...

Better that than the random find and return quests they had in DA2 /:


Or the spying on people in ME3, and randomly showing up with what they needed. <_<;;

#10
Guest_Puddi III_*

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With the addition of non-cinematic conversations and the ability to abandon them at any moment I wonder if it may be tempting to fill the world with such NPCs with the idea of making it seem more active or alive, or just because they can, because the lack of cinematics (if not voice) eases the "word budget" constraint to some extent. Or maybe they won't be any more prominent or different content-wise than minor NPCs in previous games, except for the lack of cinematic content.

Modifié par Filament, 06 septembre 2013 - 09:17 .


#11
ziloe

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Filament wrote...

With the addition of non-cinematic conversations and the ability to abandon them at any moment I wonder if it may be tempting to fill the world with such NPCs with the idea of making it seem more active or alive, or just because they can, because the lack of cinematics (if not voice) eases the "word budget" constraint to some extent. Or maybe they won't be any more prominent or different content-wise than minor NPCs in previous games, except for the lack of cinematic content.


I can understand the concept of wanting to fill a space with people, to make it look busier. And obviously you can't have everyone have a story, but there is a lot of comparisons going on with this and Skyrim, lately. And that worries me, because really, Skyrim without such mods was... as someone once said, as wide as an ocean, but as deep as a puddle.

#12
GloriousDame

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I understand why you'd want this... but I remember we could speak to people on Origins (not much, but some). As much as I want to completely agree with you, OP, resources are limited- and I'd rather the resources go toward the people and story the Inquisitor is going to be most familiar with, instead of sacrificing some of it on a load superficial characters. IMO, Origins did a great job with NPCs (Dagna, the sister and the little frightened brother, the widow, etc.).

#13
ziloe

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ArinTheirinCousland wrote...

I understand why you'd want this... but I remember we could speak to people on Origins (not much, but some). As much as I want to completely agree with you, OP, resources are limited- and I'd rather the resources go toward the people and story the Inquisitor is going to be most familiar with, instead of sacrificing some of it on a load superficial characters. IMO, Origins did a great job with NPCs (Dagna, the sister and the little frightened brother, the widow, etc.).


Origins did, somewhat. But at the same time, they're trying to get back to the days of Baldur's Gate. I loved that game, as did many. But the major problem with those massive places was that there was nothing there. You might have one or two places with specific events, but nothing more than that.

#14
Am1vf

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I agree with the OP, we need interesting NPCs who are there just to populate the world, otherwise it feels like only our companions and a few more characters are people and the rest are just part of the background.

#15
happy_daiz

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It would be nice to see NPCs moving around, with their own schedule, ala Skyrim. If day/night passed on its own, that would seem fitting.

It would be nice if NPCs were reactionary, too. I liked how it was done in RAGE. Towns felt so much more alive, with NPCs milling about, and treating you differently, based on your accomplishments and failures.

Modifié par happy_daiz, 06 septembre 2013 - 11:39 .


#16
ziloe

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happy_daiz wrote...

It would be nice to see NPCs moving around, with their own schedule, ala Skyrim. If day/night passed on its own, that would seem fitting.

It would be nice if NPCs were reactionary, too. I liked how it was done in RAGE. Towns felt so much more alive, with NPCs milling about, and treating you differently, based on your accomplishments and failures.


I'd say the idea is a lot more similar to Oblivion. Here's an example of the mod I mentioned: 

www.youtube.com/watch

#17
ziloe

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Am1_vf wrote...

I agree with the OP, we need interesting NPCs who are there just to populate the world, otherwise it feels like only our companions and a few more characters are people and the rest are just part of the background.


Ala DA2.

#18
ziloe

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Forum is moving fast again, it seems.

#19
ziloe

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Shameless bump.