Rob
Moderator
An intelligent solution would realise that actions speak louder than words. Not every single scenario requires dialog, text or otherwise. The team can focus on only including dialog where they feel it is most useful/necessary.
Plus, any such "NPC behaviours", so to say, would only have to be specified/programmed once. For example, if it's been implemented for "Follower 17", then it's done for "Follower 18", all of the other followers, and all of the NPCs in the world. The idea is that all (non-special) NPCs in the world are effectively equal, from the point of view of being allowed to do anything. For example, a "follower" could be following you or they could be following another NPC - you may not necessarily be the only character in the SG world trying to recruit followers! And, importantly, the same rules apply for you as they do for everyone else.
As I've mentioned elsewhere, it would be possible to create diverse behaviours, dispositions and personality types by adding stochastic elements upon automatic character generation.
Basically, the developers don't need to invest more time in order to create more NPC behaviours - once it's done for one NPC, it is automatically done for all of them.
However, this is just my speculation/proposition, and we don't yet know exactly what Bare Mettle have planned.
Plus, any such "NPC behaviours", so to say, would only have to be specified/programmed once. For example, if it's been implemented for "Follower 17", then it's done for "Follower 18", all of the other followers, and all of the NPCs in the world. The idea is that all (non-special) NPCs in the world are effectively equal, from the point of view of being allowed to do anything. For example, a "follower" could be following you or they could be following another NPC - you may not necessarily be the only character in the SG world trying to recruit followers! And, importantly, the same rules apply for you as they do for everyone else.
As I've mentioned elsewhere, it would be possible to create diverse behaviours, dispositions and personality types by adding stochastic elements upon automatic character generation.
Basically, the developers don't need to invest more time in order to create more NPC behaviours - once it's done for one NPC, it is automatically done for all of them.
However, this is just my speculation/proposition, and we don't yet know exactly what Bare Mettle have planned.