How about a Nemesis-style system for TES VI?
Posted: Thu Jun 15, 2017 12:20 pm
Anyone familiar with Middle-earth: Shadow of Mordor and its upcoming sequel Shadow of War should know what the Nemesis system is, where randomly-generated NPCs are given different ranks, abilities, attributes, and personalities to set them apart from each other, and the game actually tracks these NPCs and their progress so that they don't just disappear after a while, and remember you if you met them previously.
Well, Arena and Daggerfall had countless randomly-generated NPCs populate dungeons, settlements, etc. with their own given names instead of just being called "Villager" "Sentinel citizen", etc.
So what if TES VI did something like that, instead of just relying on either a handful of unique citizens or faceless masses with no names?
Think about it: You go into a town, and there are countless people walking around the streets. Then you go into a shop, and kill the owner. Then a few days later, a randomly-generated NPC of whatever race the game chooses takes the first shopkeeper's place, allowing you to still conduct business there instead of it being empty for all eternity. Except now the replacement shopkeeper has a different inventory than what the previous one had, with different prices and a different disposition towards you.
Or you get a bounty, and you're arrested by a guard you previously resisted, and he remembers what crime you commited, and would know how dangerous you were. If you're a small-time offender, he'd try to subdue you. If you're a mass murderer, he'd call more guards to fight you.
Get what I'm saying? As much as I'd like to turn whatever province I'm in into a lifeless wasteland, it does seem a little silly when a major city can be so easily purged of everyone but the infinite guards. Small settlements could have a fixed number of hand-made NPCs, but major cities should have randomly-generated masses aside from anyone that's relevant to a major questline.
Well, Arena and Daggerfall had countless randomly-generated NPCs populate dungeons, settlements, etc. with their own given names instead of just being called "Villager" "Sentinel citizen", etc.
So what if TES VI did something like that, instead of just relying on either a handful of unique citizens or faceless masses with no names?
Think about it: You go into a town, and there are countless people walking around the streets. Then you go into a shop, and kill the owner. Then a few days later, a randomly-generated NPC of whatever race the game chooses takes the first shopkeeper's place, allowing you to still conduct business there instead of it being empty for all eternity. Except now the replacement shopkeeper has a different inventory than what the previous one had, with different prices and a different disposition towards you.
Or you get a bounty, and you're arrested by a guard you previously resisted, and he remembers what crime you commited, and would know how dangerous you were. If you're a small-time offender, he'd try to subdue you. If you're a mass murderer, he'd call more guards to fight you.
Get what I'm saying? As much as I'd like to turn whatever province I'm in into a lifeless wasteland, it does seem a little silly when a major city can be so easily purged of everyone but the infinite guards. Small settlements could have a fixed number of hand-made NPCs, but major cities should have randomly-generated masses aside from anyone that's relevant to a major questline.