Depends somewhat on how long the intended exposure time is in such a space. If you just travel through it like we see in the Redcliffe Village, there's no real reason why the game needs to account for every NPC's daily life, not that it wouldn't be nice for sure.
Personally, I think a Fable approach is more in line with Dragon Age than an Assassins's Creed approach. As in relatively fewer NPC's, but each one has more of a unique imprint on the city/area. Though not going so far as to reach Skyrim-Fallout levels where every NPC becomes essentially unique to the point where the NPCs are finite and non-respawning. NPCs in Assassin's Creed/GTA on the other hand are little more than a single gelatinous mass or Hive Mind that have one or two actions per unit.
Don't assume this is me coming out in support of static NPCs though, I really don't like how Mass Effect and Dragon Age do NPCs, and this is doubly true in the new, more persistent world DA:I is trying to create.
Well I wasn't even talking about AC when I made the comment I was more talking about Skyrim or Witcher type cities where people are actually doing things. Smiths actually forging gear, shopkeepers actually taking care of their stores, people working on their homes, citizens walking the streets. People actually running away when a fight breaks out.
But at this point I'd even take something like Ostagar, it's sad that the first place you reached after the initial Origin was the most lively place you'd see for two games. You had mages practicing, dogs walking around the kennel digging in the ground, and chanter preaching to people, Captain talking to his knights, archers practicing. It wasn't the definition of vibrant or bustling but at least it wasn't dead and static.





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