Morrowinded by Oblivious NPC’s
Some time ago I was playing The Elder Scrolls Morrowind through again. This game stole weeks of my time and got me incredibly hooked, admittedly the second time around it didn’t do so as much, but it did get me thinking about what it was that made me like it so much.
I think it comes from the fact that the NPC’s are their own characters before all else, not plot devices with infinite knowledge regarding all things, not great omnipotent beings with a habit of toying with poor adventurers, not quest helpdesk personnel when you happened to get stuck (ever notice how, in Bioware/Obsidian games if you need to find someone, everyone you ask about said person will have dialog options magically appearing, and somehow they’ll all know exactly who and where he is… making you seem like some clueless idiot who couldn’t find his ass if they shoved your head up it). The NPC’s in Morrowind have jobs, have lives. The place they live, their occupation, their faction, this determines more than just what clothing they wear, where they are located, or how hard it is to beat them up, it determines virtually all of what they know, all of your dialog options with them, every aspect of their lives and as a result, all their use to you. It also makes a disproportionately large percentage of the population lowlife drunks who spend every single evening in the same bar talking about mudcrabs, but lets not get into that.
Trainers too reflected this character driven approach. Loads and loads of NPCs in the world could teach you specific skills: mages, store owners, alchemists, fighters, all of them could teach you some of the skills their profession would require them to master. If you had the cash and didn’t feel like throwing fireballs at a tree for 30 minutes, you just went to a mages guild, odds would be someone could teach you. It just makes sense! It also makes sense that most people aren’t ridiculously good at their profession and thus can only take you so far. Every skill has a master trainer somewhere in the world, these too made sense. The master swordsman (or was it defense?) was a champion fighter in the Vivec arena. I suppose you may need sword skills there.
In the real world (to my knowledge at least, admittedly I don’t get out much) people don’t walk around with glowing text over their head saying “Master calculus teacher” or “Apprentice Game Writer”. As a result, for most people you meet, you can’t automatically know what they do and what information/goods/training they can offer you, you’ll have to ask them (and look silly doing so). Other people are like you, they too can’t telepathically know this stuff. Now, how many times have you been asked what you can tell/trade/teach people today? None? Me neither! Which means that most people don’t have a damn clue who I am. It’s funny then that in a lot of games information regarding NPC’s is given to you freely, often without interaction. In Morrowind, if you want to find the master fighter NPC, you have to ask people who know fighters, you have to follow leads, and the people that do know him will be able to give you an idea of where to look.
Visa versa this also means that NPC’s mostly have no real preconceptions of you: the player. If they’ve never seen you do anything or heard from plausible sources (their faction, their fellow villagers) who you are and what you did, they simply don’t know you, and more often than not, don’t trust you. Would you really trust some complete stranger, with blood on his sword and the look of a guy who’s been wandering around the world for weeks killing stuff, to find your lost child? I think I’d need to get to know them a bit first. There also wasn’t some generic karma system keeping track of your actions and resulting in complete strangers trusting or hating you out of the blue.
This all meant that secret societies like the Assassin’s guild were truly difficult to find. Not only was their base located in such and obscure and well hidden part of the world that it’d be virtually impossible to just stumble upon it, there were also very, very few people who knew about them and getting them to trust you enough to tell you about them was difficult. This also meant that you, the player, didn’t know about them (unless you read a guide or walkthrough I guess). This single concept kept me playing the game for ages. After I’d worked for one of the main noble families and the blades (the equivalent of the secret service) for a while and heard of the dirty things going on in the world I set out to find some of the characters involved, initially assuming this was all just lore and back story (Baldurs gate, NWN, etc having conditioned me to read all the books and listen to all the stories, but rarely if ever finding gameplay to match it). Imagine my surprise when I actually found this assassins guild and was offered a chance to join them. That got the ball rolling, I started researching more things I’d heard about: religion and vampirism for example, and every time, after a significant amount of searching and asking I’d find new content, well hidden and well written. As a result half the time spent playing the game was probably spent chasing hunches. But virtually never was a chase met with disappointment, and every time the sense of achievement was amazing, partly because of the extra layer of plausibility to all the writing, and partly because of the extra challenge that was overcome.
Sadly, I guess all this also means that probably 90% of the people playing the game never got to see most of this content, and I can see how a publisher would not want to waste valuable developer time on it. The problem to me is that the resulting policy of making everything completely accessible and simply beating you over the head with content (and where to find it) results in two great big negatives in my opinion: A: everyone has a very similar experience playing the game and choices feel more generic as their context is fixed, and B: the sense of immersion in a world is largely, if not completely removed. Even Oblivion was a big step backwards in this department.
So I guess it comes down to what you prefer: Do you like a more cinematic, linear, but also more concentrated approach to storytelling where your immersion in the world is controlled more directly by a developer. Or would you go for a more open world with more fragmented storylines leaving it up to you which (parts of a) story you choose to pursue? As a result, do you prefer NPC’s to be more direct plot drivers and information givers, tailor made to fit the story they are in, or do you prefer them to be more of their own characters, secondary elements in the gameplay, and often not useful to your endeavors.
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