Rulion said:
Frankly, I could care less that there's a moron indicator stating who is and isn't an essential NPC. Chances are a person would figure it out all on their own; common sense told me not to attack the elder of the village in FO2, or the Overseeer in FO1. In a way, the indicator is good for those times when you just go crazy and want to kill everyone in a village. I'm sure a lot of people have done it before - when you're bored or restless, you save your current progress and then try to see if you can take an entire town on by yourself. I've done it countless times in Arcanum, FO, BG, and I even stood there clicking at the NPCs in HL2 despite my gun being lowered whenever I pointed in their direction. In my opinion, most people are smart enough to save before doing something silly like that, so the moron indicator is a bit redundant - but it's nothing big for me to gripe over. A lot of games simply ignore the fact that you're attacking an essential NPC - the character stands there and takes it. Some take a nuclear arsenal and don't die. (like Paul in Deux Ex)
I think the problem stems from a belief about Bethesda. We saw in Morrowind how almost everyone you met was an "essential NPC". There's a fear that Bethesda, in their infinite wisdom, have done the same thing again. Making the king of every town or the lord of every village all "essential NPCs" and they're not really needed. Frankly, I think it boils down to the way they tell their story. Morrowind was all about a "prophecy" (which was piss poor I though) and you HAD to fulfil the god-damned prophecy. As has been shown, all you really had to do was grab the big weapons, whack an object and you win the game but instead, Bethesda rail you down this dumb path where you have to do a hundrd and one things just so you can be named "Man with big tits who comes to save us" and
then get the hammer and shit.
They didn't even think of anyone not giving a shit about the prophecy, finding the hammer and sword (which I'd found and sold actually thinking they were cursed items, before I knew they were important) and killing God d00d without the all the bullshit. Fallout was great because it was
only your vault or village you couldn't kill (and Frank Horrigan in that encounter at the start of FO2 but that was not needed anyway and piss poor design on BiS' part) but you could kill everyone else you wanted too. Bethesda has this habit of making convaluted railed stories which just suck.
In Fallout, all you have to do is find the water chip and then deal with the Master and the Military Base.
How you do that is irrelevant. Whether you join the Master or break into the Neropolis and steal the Water Chip... the game doesn't care because all you need to is get the water chip. If you're a "any means to an end" kind of guy, it's great.
Fallout 2 was the same. All you have to do is find the GECK and deal with the Enclave. Anything you do outside of that is irrelevant. Which GECK you find or how you destroy the Enclave is irrelevant. You just have to do it.
Morrowind on the other hand, all you really have to do is find the two weapons and stay alive long enough as you beat the metal heart. Whether you follow and fulfil the prophecy or not should be irrelevant. But rather than accepting that, the approach taken is "Oh noes! Someone might do this another way without fulfilling teh prophecy! That would ruin out shitty story so we must come up with arsed ways to piss those people off!". Note that if they'd accepted a non-prophecy way, you'd be able to kill everyone in the game without any worries...
At the end of the day, it boils down to piss-poor story telling and this strange desire to push everyone down the same path on Bethesda's part. How you find out about the bad guy or how you find out how to kill the bad guy should be irrelevant, all that should matter is that you
do something which stops the bad guy (or join him) in order to get some sort of conclusion.
Rather than catering for that with a "You've defeated the evil but you didn't fulfil the prophecy. Shock horror! Us Gods are bedazzled" movie sequence, they just ignore it and pretend you fulfilled the prophecy regardless.
Rulion said:
The problem is, if the information that character had was so trivial that it could be transcribed in a journal, chances are they wouldn't be an ESSENTIAL NPC.
Morrowind. Vivec. All the plans were in the notes on his table. That's all you need. You don't need Vivec. Just his info which is right there on the table behind him telling you all about the weapons and how to use them. Strangely, Vivec is an ESSENTIAL NPC and yet, you're right. He doesn't have to be.
Rulion said:
As an essential NPC, it's probably going to be a king that ordering you to go on quests, then return to him and report on it - in that sense, you could lose an entire storyline if you kill the king. His journal is not going to state, "Boy, I need to find someone to perform some duties for me. First, I need him to burn down the tower.
This is piss-poor design. The idea is all you need to do in any computer game is "defeat the bad guy". That's it. You don't need to "destroy the towers" or "slay the dragon". Chances are, you'll do those things along the way anyway. However, if you don't, slides should be able to tell how the dragon slayed an entire village because you didn't deal with it. You had the choice to deal with the dragon. You didn't. There's your consequence. Again,
how you find out about the bad dude is completely irrelevant. Chances are, plenty of people other than the King know what needs to be done.
Rulion said:
Beth is excited about their Radiant AI, but some people are expecting too much too fast, mainly with the argument that whenever you kill an essential NPC, the world should react to it and offer alternatives. Isn't it obvious this turns into a never-ending cycle and a nightmare to program? I'm sure we'll be able to achieve that kind of immersion in 15 or 20 years, but I don't see the point of giving a company the third degree from the get-go.
I've never agreed with the NPC replacement argument mainly because (continuing in line with what I said above) it is completely irrelevant to the actual game. Who cares if the king dies? Chances are, it's the player doing all the world saving on his own anyway. If the player kills the bad guy, what's it matter if the king is dead? All that's needed is a lide or movie showing that "With the bad guy dead, and the good king dead too, the good king's evil twin brother from France comes to the throne and implements a reign of terror". Again. You had a choice. You chose to kill the good king. You now see the consequence of that decision.
Rulion said:
"Well, if you do manage to kill an NPC, a shaft of holy light will raise them back to life/a narrator will say 'That didn't happen, did it?'/God will smite you," everyone would have torn him to shreds in a second.
Yes. I would've. Again, the point I make (not just to you but to everyone here who's arguing for replacement NPCs and so on) is that these things are irrelevant. Sure, if you have a DUMB RAILED STORY you may
think it's a necessity. If you look harder though and break down your game to the one single thing it's about (IE: Defeating the Bad guy), you'll realise it's not.
Rulion said:
No game is perfect, and few games let you massacre everything and give you a contingency plan for killing/destroyig the alternatives. What surprises me is why everyone is demanding so much from Beth. Are the standards higher when it comes to them?
Yes, damnit.
Anything Bethesda do is going to be an indicator for Fallout 3 (despite what anyone may like to believe). If we have another "Chosen One" prophecy which you're railed into, it means Bethesda still haven't realised quite what the game is about and are still sticking to (what I consider to be) piss-poor story telling. It's not about the prophecy. That's just how the story is chosen to be told to the player. If they don't fulfil the prophecy but can still defeat the bad guy, what should it matter? Of coure, it should matter, but the result can be shown quite nicely in a few simple end-game slides which talk about how "People abandoned religion after the guy who defeated the bad guy wasn't the second coming of Jesus", rather than "Oh fuck. Erm.. you completed the game without doing all that shit. Oh.. Well.. Umm.. Here! Have the second coming of Jesus movie end-game anyway and we'll just ignore what you've done".
That's the difference between a good game where you actually have some real choice in the matter and a railed one, where any choice is superficial and meaningless.