Sarvis
Erudite
Vault Dweller said:Not really. Here is an example I often use to illustrate that point. You deal with many people on daily basis: your boss, your coworkers whose work you may depend on, people whose services might be important to you: a good accountant, an honest car mechanic, an insurance broker, etc. Would your life be over if one of them dies or moves? No. Someone will replace them eventually and often without introduction. Same here.
One huge flaw in this example is population. A medieval town isn't going to have endless replacements to fill any position where you slaughtered the last person. There might only BE one blacksmith in the town, so if the blacksmith were needed to build you some important device you'd be screwed.
Take that fella from MW, Cassius Something. I assume he's fairly important as he gives you quests, promotions, and tips. Let's say you kill him for whatever reasons. Would it be too much to assume that someone else will take his place?
That would depend on how important he was. If some important noble were killed, the effects should be a lot more drastic than simply: here's replacement B. The entire city might shut down, with guards sealing off all the gates and such until the killer is found for instance.
Someone well armed and guarded since his predecessor was killed? Do you think it's a lot of design work to make such a character or characters with some minor dialogues explaining that he's taking over? Not really. Nothing else would be changed: same quests, same dialogues, same mechanics, same results, just a different name and few little extras that shouldn't be difficult, especially when you have that uber RADiant AI gadget.
And in the meantime you've reduced important characters to nothing more than hollow templates. It wouldn't break immersion at all for you to have Quest Giver Bob's replacement act exactly like Quest Giver Bob?