MrSmileyFaceDude
Bethesda Game Studios
- Joined
- Sep 24, 2004
- Messages
- 716
I posted this over at the Elder Scrolls forums, but I felt I should post it here, too, since I posted the incorrect info here to begin with. Mea culpa.
OK, so I was wrong. If you kill an essential NPC, you have to load a previous game save.
The number of NPCs you cannot kill is a tiny fraction of the NPCs in the world. The fact of the matter is that killing NPCs that quests rely on breaks the game. Many NPCs are so essential to the game world working, with our AI and so forth, that their deaths can cause any number of things to appear as bugs, or not as we intended. The designers do handle certain NPCs being killed in quests, the ones that make sense to kill, but not, for example, the Count of a city, or the heir to the throne. And it was either force you to re-load, or have the designers remove what made the quests entertaining and compelling in the first place. And I think we can all agree that it's better to have quests that are more fun to play through than quests that are artificially simplified because the designers had to worry about every obscure contingency.
But don't worry about accidentally finding yourself in this situation. We'll have a visual indicator of who's an essential NPC and who isn't, so the chances of you accidentally killing an essential NPC will be slim. And if you find yourself in combat with one, you can always attempt to yield.
Anyway, sorry for the confusion!
ps -- the visual indicator is a small icon that appears when you are close enough to talk to the NPC you're looking at. It'll be one color if they're an essential NPC, another if they're not.
OK, so I was wrong. If you kill an essential NPC, you have to load a previous game save.
The number of NPCs you cannot kill is a tiny fraction of the NPCs in the world. The fact of the matter is that killing NPCs that quests rely on breaks the game. Many NPCs are so essential to the game world working, with our AI and so forth, that their deaths can cause any number of things to appear as bugs, or not as we intended. The designers do handle certain NPCs being killed in quests, the ones that make sense to kill, but not, for example, the Count of a city, or the heir to the throne. And it was either force you to re-load, or have the designers remove what made the quests entertaining and compelling in the first place. And I think we can all agree that it's better to have quests that are more fun to play through than quests that are artificially simplified because the designers had to worry about every obscure contingency.
But don't worry about accidentally finding yourself in this situation. We'll have a visual indicator of who's an essential NPC and who isn't, so the chances of you accidentally killing an essential NPC will be slim. And if you find yourself in combat with one, you can always attempt to yield.
Anyway, sorry for the confusion!
ps -- the visual indicator is a small icon that appears when you are close enough to talk to the NPC you're looking at. It'll be one color if they're an essential NPC, another if they're not.