The
Mighty Fine NPC (and His Many Friends)
A Feature
by Jeremy Bursey
Introduction:
Last
year I shared ways for you to enhance your newbie game from a
lackluster experience to something memorable in an eight-part feature
called “Better Than the Worst: A Newbie’s Guide to
Sidestepping Ridicule.” About halfway through that series I
discussed how to add depth to your NPCs.
My guess
is that you remember neither the articles nor the discussion. But now
that we’re reaching the anniversary of the series, I thought
I’d reenter the fray and explore the subject of NPCs in
greater detail, and in the process, perhaps, jog your memory.
I also
thought I’d give you some new ideas along the way.
The
following is an idea of what NPCs could become when you (the designer)
allow them their full potential.
The
Question of the Ages:
What makes Vikings of Midgard better than Wandering Hamster?
Both are
graphically appealing. Both are well designed. Both have memorable
characters. Both won gamers’ attention.
So which
one is better?
Go
ahead. Think about that a moment.
I’ll
wait.
Okay,
this was actually a rhetorical question, as both incorporate a number
of design elements that stand above the norm. You didn’t
really have to answer it.
The real
question, then, is what makes either game better than the countless
other wannabes released into the community?
Think
about that.
Before
we get too steeped in this topic, though, let’s bypass the
obvious answers—stuff like gameplay and graphics; those
things that dominate discussion threads every year—and move
on to the heart of this article:
The
NPCs. The little people that populate the world. That infernal bard who
strums his instrument in the bedroom of Valhalla. That Plip Tamer who
cures Bob whenever Bob takes a hit. The NPCs. The lifeblood of RPGs.
The people you shouldn’t screw up if you want your game to be
anything of memory. The characters that make both those titles better
than the wannabes.
We need
them. We need them all. The information givers, the BS chatters, the
flavor-texters. Everyone. So why must we make them so incredibly boring?
A
Hero in Need:
Consider
this: you just walked into town, you’re dirty and you stink,
your wife is in labor, and you’re out of gas. You need five
bucks from anyone willing to help, so you start begging, swearing to
yourself that you’re not looking for beer, though you could
really use a few. So what happens when you ask the townies for change?
“Hi,”
says one Generic Game Townie.
“Hi,”
says another.
“I
like brownies,” says a third. He seems to understand that
mentioning his preference for baked goods gives him more life than the
greeters, but he’s still a bit off.
Others
deny comment, as they were never given a text box.
You walk
away dejected, uncertain why you ever came to this dried-up town.
NPCs
and Why We Need Them:
Since
NPC construction has one of the most forlorn results of OHR game
design, it’s no surprise that most games are forgettable.
Sure, we can stir the pot with nice map tiles and intriguing puzzles.
Both (among other conventions) go a long way, and should not be
discarded as saving graces for games. But what good is the game if the
NPCs are as dull as a Saturday night in Antarctica?
We need
to wake up and realize that boring NPCs make for boring experiences.
And boring experiences make for boring games.
And
boring games are forgettable.
So how
can we spice them up?
Make
cooler NPCs.
I
realize this is ambiguous, though, so let’s first discover
what the NPC is there for.
The core
of an interesting NPC comes through what he says, obviously. Just as
dialogue is the best way to convey a story in print, it is also the
best way to propel a story in a visual world. To answer the question of
why we need them, we need NPCs to move the story forward, plain and
simple.
But we
also need them to add dimension to the world.
Think of
your barber. You pay him to cut your hair. Whether he says a word or
not, he’s still gonna cut your hair. Will he help you reach
the end of your quest? Probably not—your car is in a better
position for that. But will he make your journey more interesting? That
depends on what (if anything) he talks about.
He’s
a barber, he knows scissors, and it’s easy for him to talk
about them. Do you want to hear him talk about scissors? Unless he uses
them in his secret life, probably not—you’d be more
interested in hearing about the ball game or his daughter or something
other than scissors. But even if he talks about scissors,
it’s still better than him talking about nothing (or saying
“hi” over and over).
Whatever
he talks about, though, his story makes your barber visit a little more
exciting.
And
that’s why we need NPCs. Without them, we have nothing.
This
doesn’t mean, however, that we need them just to talk. We
don’t go to the barber just to hear tales about scissors.
Shaping
the NPC Design:
Through my own design journey, I’ve come to realize something: NPCs are multi-dimensional characters if handled properly, but cardboard cutouts when they aren’t.
Despite
what most RPGs may teach us, they’re more than informational
kiosks designed to point the hero into a general direction;
they’re inhabitants of a different world with quirks and
duties. To treat them with the type of dignity that helps them propel
games into memorable experiences, we must first recognize who they are
and what they can become.
So, for
the rest of this article, I’m gonna list the different
identities that an NPC can claim, and make some suggestions on how to
build them, and hope that you can find ways to use them to make your
world a livelier and more memorable place.
For this
discussion NPCs will fall into one of five different class systems:
Standard, Unique, Automated, Special, and Untouchable.
The
Standard Class:
Every
RPG offers characters from this 101 class. These characters are the
townies that wander every municipality, sharing the basics with the
hero. These are the ones who make up the core of the game’s
interaction. Without these guys, the world is empty.
--The
Meanderer--
The most
common NPC type. This is the villager who walks aimlessly in front of
businesses telling the hero that he can sleep at the inn for cheap.
This is the soldier who travels the castle walls wondering how
he’ll ever become mighty. This is the happy face who says
“Hi” on command.
The
majority of background and throwaway text should be reserved for these
guys so the player isn’t left wondering what information is
pertinent and what’s wasting his ears.
No
special scripting is required to make him. Just highlight the
“wander” move-type and go on to the next one.
--The
Loiterer--
Not as
common as the Meanderer, but still prevalent in every RPG. Serves one
of two purposes: to inform, such as the Meanderer does (while standing
still), or to block progress, such as a guard might do. These are
helpful if you need a character to be in the same place every game.
This
type also has a bit more personality than the Meanderer has, since
Loiterers need a reason for standing there.
This is
the default character in the editor. Just give him a picture, some text
or a plotscript, and plop him down (with Control + Arrow if you need a
specific direction).
--The Path
Drone--
The
least common of the Standard Class, these are the people who journey in
straight lines and turn whenever they run into something. They usually
operate in the background for flavor or serve as advanced guards
seeking to arrest the hero, and are easily the most interesting of the
Standard types, and coincidentally, the most under-used in OHR games.
These
use the move-types “Pace,” “Right
Turns,” “Left Turns” or “Random
Turns.” It usually helps to block them off with wallmaps or
invisible NPCs (to be discussed later) to create a set path. It also
helps to highlight “Do Not Face Player” if you
intend to keep them on that path after finishing an interaction.
--The
Thwarter--
These
are the chickens that elude you and the dogs that trip up your feet.
These are the scaredy-cats that make it difficult to catch the prize
and the hunters that make it difficult to escape retribution. Like the
Path Drones, they are more interesting than the common Meanderers, and
like the Path Drones, they are seldom used in OHR games.
These
NPCs are defined by their “Avoid You” and
“Chase You” move-types. Speed is the key to making
them interesting (or pointless).
--The
Dramatist--
This NPC
type will fool you. At first glance you’ll think
he’s a standard Meanderer or Loiterer, destined to stand
around and feed you useless information (or possibly something
helpful). But then something happens. He’ll walk away. Or
he’ll vanish in a puff of smoke. Or he’ll flip you
off and then vanish in a puff of smoke.
He’s
a normal NPC who ends the conversation with a plotscript. Sometimes
he’ll give you something. Sometimes he’ll leave the
room. But one thing’s for certain: he’ll never
repeat his initial response. Why? Because repeaters become forgettable
and he has to be the center of attention. And also because
he’s scripted that way.
This is
the best Standard type to use when advancing the story. Build as you
would a normal NPC (using one of the move-types above), but end his
dialogue with a plotscript trigger that signals his next action. Also,
assign him an “On” tag in case you need him to
disappear for good after the dialogue interaction.
The
Unique Class:
This is
the next level of NPC design. It sits on a plateau that most OHR games
avoid.
These
characters function like Standard NPCs, but are improvements to
presentation. This is the class where the memorable NPCs begin (on an
aesthetic level—it still takes great dialogue to make a
memorable character, which Standard Classmates can still accomplish).
--The
Show-Off--
This NPC
does more than just stand around when he’s standing around.
He’ll sit at a table eating dinner. Or she’ll lie
on a couch eating fruit. Or it’ll wag its tail begging for
scraps.
The
Show-Off doesn’t really go anywhere. He’s too
self-important to walk around. But he’ll talk when prompted.
He’ll look when nudged. He’ll still interact.
In the Vikings
of Midgard, the bard of Valhalla, called Bragi, is one such
NPC. He doesn’t do anything other than pluck his strings. He
doesn’t walk. He doesn’t chase anything. But he
doesn’t loaf around, either. And he can still feed important
information when the occasion calls for it.
What
makes him interesting? He strums a mean lute. And he’s also
one of the few NPCs I remember from the game.
There
are two ways to make a Show-Off: through a full walkabout set or
through a handful of map tiles.
If you
design a full walkabout set, (like what Fenrir did for Bragi) make sure
to forsake directional frames (up, down, etc.) and create a range of
animation instead. Then give the NPC a non-standing move-type and make
sure to block him in with wallmaps or surrounding NPCs.
If you
go the map tile route (which I find is easier), just make sure you
adapt it to your animation set, or create a plotscript that writes a
new map block to a given location every couple ticks (and loop it), and
attach an invisible NPC to the map tile character so the player still
has something to interact with.
Note: If
you use extended map tiles (where the animation is longer than what the
editor allows), make sure the script knows to run the animation on the
current map only. Use a check map function during each cycle to ensure
the script doesn’t manipulate the wrong tiles on another map.
--The Random
Speaker--
This NPC
can take many forms, but his approach to dialogue separates him from
common brethren. Instead of delivering the same information (or story)
over and over, he speaks from a bank of options, giving the hero
something new to listen to each time he talks.
While
tags or global variables are effective ways to keep the dialogue fresh
with each activation, random numbers in a dialogue script add
unpredictability to the NPC’s chain of response, and thus
keep him interesting.
Attach a
dialogue script to the NPC instead of a text box to make him a Random
Speaker.
--The
Shape-Shifter--
This NPC
doesn’t like who he is, so he’ll transform into
something else. What may begin as a loitering guard may eventually
become a sprinting Path Drone (who’s gone topless!). The
hero, of course, wonders why. Did something spook him? Is he crazy?
That’s for the player’s curiosity to find out.
This
type of NPC requires two identities (with the walkabout sets to match)
and a script that uses “alter NPC” in one or more
capacities. Sometimes a tag is needed to keep the new identity saved.
--The
Teleporter--
This NPC
type is hardly unique in practice, but the rarity in which
he’s used in OHR games allows him access to this exclusive
class.
He looks
like a standard NPC (usually a Meanderer or Loiterer). And most of the
time he’ll act like one (especially the Dramatist). But what
separates him from the Standard Class is his uncanny ability to show up
in more than one place throughout the game.
The
Potted Cactus from Wandering Hamster is one such
example. While it may gravitate toward certain landscapes,
there’s no guarantee it’ll show up in the same
place every time. And the player has to hunt for it if he wants to find
it.
The
Teleporter works well as a puzzle guide (the person who stands at the
end of each leg of a mystery to tell you where to go from there), a
traveler (a character who sees the world and ventures to tell you about
it every time you encounter him in some new exotic place), or a stalker
(a villain who creeps out of random shadows to surprise the hero).
To build
a Teleporter, be sure to assign him a couple tags for each map
he’s used, and then decide where he’ll show up
first. The NPC slot used for first encounter should have one tag
assigned only and it should default to “off.” Once
that tag switches “on,” then that’ll
trigger the second version of the Teleporter (in another location) to
appear. The second version should have a default
“on” tag (the one that turned on after the first
version vanished, or walked away, or did whatever the script demanded)
and a default “off” which will later switch to
“on” when the third encounter needs to be set up.
The
Automated Class:
This is
where things get tricky for the designer, but far more rewarding for
the player.
This
class is a rare find in old school RPGs and virtually non-existent on
the OHR. This is also the class that prompted me to write this article.
The
members of this fraternity go beyond the unique class and well beyond
the standard class by adding an extra layer of personality to its
subjects. It drives an NPC to do something, to function as a character
and not to remain just a moving statue. It breathes life into an NPC
where dialogue falls short.
And
it’s not the least bit difficult to make if you know what
you’re doing.
--The Routine
Keeper--
This is
the advanced version of the Show-Off. While the Show-Off will stick to
an ongoing routine in the same location indefinitely, the Routine
Keeper will attempt to travel. He’s also an advanced version
of the Path Drone, as the travel path will keep him fixed on a loop.
For
anyone who’s read my journal in the last couple weeks, you
might’ve seen a video about a billiard hero cowboy named
Buck. This champion of the pool table hits a ball, circles the table,
hits another ball, circles, yada yada, until he knocks the last ball
into its original position and starts over again. He continues to
circle the table and hit balls infinitely until the player leaves the
bar.
And
he’ll keep with the path because he’s on a loop.
The
Routine Keeper is the most conservative of the Automated Class, which
is surprising considering that he branches from the vanity of the
Show-Off. He’ll go about his business, whether the hero
interrupts him or not, and will always return to his starting point
when the job is finished (for the moment).
And his
business is always about more than just wandering. Maybe he’s
constructing a bridge. To build the bridge, maybe he has to travel to
one side, pick up a board (through NPC animation—a topic
which you can read more about in “Better Than the
Worst”), walk to the opposite side with the board in hand
(which the player can see dangling as he walks), set it down, and
return to his origin where he does it all over again. It may be that he
never finishes the bridge, but the important thing is that
he’s doing something.
NPCs
that do something, whether shooting pool or building bridges, are
always cooler than NPCs who stand around with their thumbs up their
butt (unless the designer goes to great pains to show the NPC twiddling
his thumb inside his butt).
To make
a Routine Keeper, you need to build the required number of walkabout
sets to properly show the working animations (Buck has six frames of
“shooting” animation for each direction (24
non-walking frames total), though he never actually uses the
“facing east” set). And you must remember to
include the base set that shows normal walking animation (Buck has two
sets: “normal walking” and “walking with
a cue stick in hand”). Once all your NPC’s frames
are drawn, then you need to draw the accompanying NPC frames if any
apply (in Buck’s case, I had to draw all the billiard balls
in a cluster and then copy/paste them into new frame, readjusting the
location of the cue ball and whatever ball it hits each time until I
could get every ball back to its original spot). Then, when all the
frames are drawn, you can start using plotscript loops
(“while” or “for” commands),
NPC animation (you’ll be switching back and forth from
animation sets to walking sets throughout the scripting, so remember
the walkabout set numbers for each), and sound effects to tell the tale.
A quick
tutorial: if you’re still unfamiliar with how to do NPC
animation, you simply assign the NPC a starting frame by altering him
to the starting set of the animation (alter npc
(who,npcstat:picture,set number)), then set his direction to coincide
with the first frame (usually north), set his frame number (0 or 1 =
left or right), and add a wait command of 2 ticks (or more if you want
slower animation). Then repeat with the following frame, the new
direction, the new walkabout set, etc., until the animation is complete.
Important
note: While you can attach dialogue to a Routine Keeper, you can also
screw up the pattern upon activation if you forget to assign the
“Do Not Face Player” attribute to the NPC. Do not
forget to do this.
--The
Patterned Veteran--
This is
a Routine Keeper who operates on a timer rather than a loop.
This NPC
has the freedom to wander around or stand still, but always has a clock
nipping at his shoulders. Once the timer goes off, he reacts,
regardless of where he’s standing.
The
Patterned Veteran is little more than a Standard Class NPC with an
extra layer of personality. Instead of simply walking around a field,
he might stop a minute into his journey to light a cigarette.
He’ll still walk. And he’ll still communicate to
the hero whatever the designer thinks he needs to say. But every so
often he’ll light that cigarette, or stamp it out if
he’s already holding one, and then carry on with his milling.
Building
a Patterned Veteran requires the same level of graphic detail as that
for a Routine Keeper, but a different approach to scripting is needed.
Rather than stuff everything into a loop, you’ll want to
initiate a timer that activates the animation upon expiration
(providing conditionals like “current map” are
met). Then, when the animation is finished, you’ll want the
script to re-check the conditionals needed (again, you’ll
want to be sure to check the current map so the timer doesn’t
extend into another map and in turn effect the wrong NPC), and then
stop the timer if conditions aren’t met or reinitiate the
timer if they are.
This
type of NPC can operate under any standard bitset. The timer is what
separates him from the Standard Class.
--The
Wandering Hybrid--
This is
the most complex of the automated NPCs, as it follows its own
will—for the most part.
The
heart of the Wandering Hybrid is his ability to wander. Freely. He can
go wherever the heck he wants. He can do it without chain smoking every
minute. He can do it without getting stuck in an endless loop of
billiards. He has it easy.
Providing
he stays away from the “magic tiles.”
Like the
Patterned Veteran, the Wandering Hybrid has a timer following his every
move. Unlike the Patterned Veteran, his timer allows little breathing
room. Specifically, his timer expires every five ticks.
But what
happens when the timer expires?
Nothing,
if he’s standing on a normal tile.
Or
everything, if he’s standing on a “magic
tile.”
The
timer will run a script that checks his location and direction. As long
as it keeps returning conditionals that the script could care less
about, the timer will keep resetting to the Wandering
Hybrid’s ignorance. But once the NPC’s location and
direction matches that defined in the conditional, the timer will
launch a script that changes the NPC’s movetype to
“Stand Still” and then proceed to take over his
life until the action he’s supposed to perform is complete.
So, when
that prisoner wanders the highway aimlessly, he’s free to do
nothing to his heart’s content, up until the moment he
stumbles next to that trash pile. Then, according to the timer, his
wandering moments end and he breaks out the poker to stab the hearts
out of polystyrene cups and stows them into a plastic bag.
Building
the Wandering Hybrid requires a mixture of tactics used in building the
first two automated NPCs.
Note: Of
the three, this automated NPC type is the most at risk for misalignment
with tiles. I’ve yet to figure out how to combat this problem.
--The
Behavioral Enigma--
The
final class of automated NPC goes a step beyond the others in that he
can switch his performance according to whatever he wants to do at the
moment. This in turn makes him the most multi-leveled NPC of all the
NPCs, the most unpredictable, and the most uncertain of what he wants.
When he walks to the edge of the lake, he can jump in, drink from it,
or pick up a rock and throw it. When he’s circling the pool
table, he can hit the next ball, break the circle and kiss the cowgirl,
or smack the hero upside the head with the cue stick in passing.
It’s never clear what he’ll do next.
To build
a Behavioral Enigma, choose any or all of the previous automated types
as your base, and then add a call for a random number at the beginning
of the script. Whatever the Enigma does next will depend on what
corresponds to the number drawn.
The
Special Class:
Members
of this class can also be considered non-NPCs. These guys are usually
invisible NPCs masquerading as objects, but once in awhile will amount
to something else.
--The
Activator--
This is
the more common type of non-standard NPC in OHR games. This is the
invisible thing you step on when you’re about to launch a
plotscript, or that switch you pull when you’re trying to
open a door. Its role is to lie in wait for the player to walk across
(or fiddle with), signaling the creature at the top of the mountain to
swoop down and attack, or to inform the love interest to flee the
hero’s living room.
To make
this, attach an empty walkabout set to the NPC’s picture and
place it wherever the player is supposed to launch a sequence of some
sort (either on the floor or on a wall). Then test it a few times to
make sure that creature will in fact jump off the mountain.
--The Corral
Dog--
This is
an invisible step-on NPC whose only purpose is to keep other NPCs from
walking outside a defined boundary established by the designer (or to
keep outside NPCs from interrupting another NPC’s travel
path). These are usually laid out as a border for the confined space,
and have no additional properties attached.
The
player will never see them (unless he opens the game in Custom).
--The
Puzzler--
This NPC
often switches properties (a blue light becomes red, a
“step-on” becomes a “touch”) to
force the hero into a system of mazes (not necessarily in the
traditional sense of the word, but in concept). This monster devours
tags and global variables, and gives the hero a difficult time sorting
through the mess it makes.
While
turning this NPC on and off with tags has its place, a better Puzzler
will alter its properties using the “alter NPC”
command to throw the player for a loop (see Shape-Shifter for ideas).
--The
Push-Block--
A cousin
to the Puzzler, this NPC rarely possesses any property beyond
pushability and is clustered in large groups to make passage for the
hero much harder. This NPC is widely considered the
lazy-man’s puzzler.
To make,
just create a normal NPC and set the pushability bitset to anything not
marked “off.”
--The Squeaky
Chair--
This
type of NPC is a latent form of Push-Block, usually reserved for
flavoring a room. While it can be pushed freely, it’s never
clustered and only serves to add dimension to the room and should never
hinder the player’s ability to escape. Also benefits from
having a “Touch” activation and a script that
triggers a sound effect (to enhance the feeling of movement).
--The
Treasure Box--
This is the other common non-standard NPC in an OHR game; the one that offers the hero a prize when activated. It’s also one of the few types that can only be used once.
To build
this NPC, first create a map tile showing the bottom section of the
box, then create a walkabout that covers the top section. Place the NPC
on top of the map tile, make sure it’s set to one-time use,
and there you go. Can also have a script triggering a sound effect upon
activation for greater depth.
Note:
This type is not limited to actual treasure boxes. Lost coins on the
ground, documents found on desks—anything that the player can
consume from the map and receive into inventory fits this type.
--The Scenery
Trigger--
This is
the invisible NPC you stick behind paintings, suits of armor, or
anything you want the hero to comment about. This NPC will generally
offer nothing more than flavor to a complex world, but can quickly
become one of the most charming elements of a game if handled well.
Point and click adventures thrive on this type, and there’s
no reason an OHR RPG can’t do the same.
Most
scenery triggers only need a text box attached, but maps with a large
number of interactive items may benefit from a multi-positional script,
in that the script checks where the player is standing and relates
dialogue according to what’s in front of him. A
multi-positional script is especially necessary if you want to add
sound effects or hero interaction (animation) to the object, or if you
want to limit the player’s access points to the object (no
one looks at a computer from behind the monitor).
--The
Shopkeeper--
This is
a two-part NPC: The figurehead and the register. The figurehead stands
behind shop counters, tempting the hero to buy his crap. The register,
however, initiates the conversation, as it is the NPC standing between
the hero and the figurehead, and is the only one within activation
range from the front of the counter.
For
shops that have access to the other side, the figurehead can have his
own set of dialogue separate from the business angle (the shop
trigger), allowing him room to chitchat about the weather or berate the
hero for invading his workspace. Since shopkeepers in real life
don’t usually sell to customers who invade their space,
there’s no point in having your shopkeeper do it, either.
Note:
While figureheads are traditionally Loiterers, it is possible to up the
realism by having the register stop a Meanderer and force him to walk
into a sales position (and to become a Loiterer). This makes the scene
a bit more realistic.
--The
Vehicle--
This is
the NPC that transforms into a playable character upon activation.
It’s designed to cover ground quickly or traverse harsh
terrain, and is only useful when it’s under the
player’s control (though, by then it’s no longer an
NPC).
Must be
defined as a vehicle in Custom.
This NPC
is also the only type to have more than one script trigger. Thus, cool
things can happen upon entrance and exiting.
--The
Projectile--
This is
the NPC that causes harm to the hero and is generally thrown from
another NPC type. This is the arrow, bullet, or cannonball that reduces
your health from full to empty when it touches you.
Projectiles
are only onscreen for the duration of the shot, until they hit their
target or they leave the area. They usually appear through created NPCs
or activated tags and disappear from opposing means.
When
they hit the hero, they trigger a script that deducts the
hero’s targeted stat through the use of “get hero
stat,” “set variable,” and “set
hero stat.”
To build
this type of NPC, be sure to give it a “Touch”
activation and attach it to a hero-modifying script.
--The
Villain--
This is
the NPC that tries to attack. It’ll usually come at the hero
via plotscript trigger or “Chase You” bitset, but
its main goal is to force the player into battle (either traditional or
custom-made) upon contact. Once in awhile they’ll just roam
dungeons with no other intention than to be left alone. But more often
than not they’re hungry for the hero’s blood.
Note:
This NPC can be combined with any of the previously mentioned types.
The
Untouchable Class:
This class is common in story-driven games, but rarely used to great effect in newbie-ish games. This class benefits the most from NPC animation, and can blow minds if handled with great care. It is easily the most powerful type of NPC in the game, and the only NPC the player will never interact with.
It is literally untouchable.
--The Actor--
This is
the NPC that tells the story through animation and dialogue.
In a cut
scene.
He can
be anything: A man, a woman, a helicopter, a donut. He can wander
around, hang about, wield swords, fall off cliffs. His range is endless.
But he
can never, ever, interact with the player (though, sometimes
he’ll interact with the hero).
At
least, not until the cut scene is over. Then, if he’s sharing
the same map, the player can say hello. But by then his identity will
change into some other classification. Thus, his role as an actor will
still be “untouchable.”
In any
case, the designer has the most freedom with this character, as he can
make the NPC do anything he wants.
Conclusion:
So that
covers every category of NPC that I can think of. There are probably
more out there, and I invite others to write about them in future HamsterSpeak
issues. But for now, that covers my library of ideas.