One is Lucas Simms.
Hi, Lucas!
As you can probably tell from his clothes, he's an aficionado of Old West stories. He is the elected sheriff of Megaton and wears the star just like Gary Cooper in High Noon and has a rifle slung across his back just like John Wayne. Luckily for Lucas, but not as lucky for the rest of us, the USA has turned into an atomic wasteland, where only frontier justice reigns. Lucas has to protect his town from unimaginable terrors.
My favorite NPC, however, so far, might be Moira Brown.
Moira is a mechanic, who, despite her desperate surroundings, is unusually happy, almost bubbly. Moira is a great contrast to the depressed, laconic individuals that populate this desolate world. Moira is very helpful, as well, as she sells me supplies, such as weapons and food. Moira is attempting to write a book called The Wasteland Survival Guide and has enlisted my help.
While these NPCs are very interesting, they still are not a substitute for actual human interaction. Each interaction with these NPCs is governed by the response given to you by the game, based on your character's attributes. True conversation is impossible with these characters. Also, it is impossible for them to truly aid you on quests, because they will not always respond the way you want them to. However, these NPCs allow the makers of Fallout 3 to advance the story and to use the interactions between the player and NPCs to develop the character and enrich the environment of the game.
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ReplyDeleteNice post Dan,
ReplyDeleteMMORPGs have NPCs too -- how would you compare those NPCs to the ones in Fallout 3? The NPCs you describe above are pretty rich in terms of backstory & personality. Is this to compensate for the interaction with "real" players in MMORPGs or another reason(s)? If you were a designer, would you change NPCs in either MMORPGs or "platform" games like Fallout 3? How & why?