This article discusses the common annoyance of NPCs in RPGs walking at an inconsistent pace that makes it difficult for players to keep up. The author argues that this design choice is frustrating and often breaks the immersion of the game. The article highlights a game, Kingdom Come: Deliverance 2, as an example of a game that successfully solves this problem by allowing players to automatically follow NPCs without needing to constantly adjust their speed.
Videogames— RPG s in particular—just love to make us go for a wander with an NPC. Whether it's the tiresome MMO mainstay of an escort quest, following an NPC to a bandit camp where their mate's being held, or simply sauntering down a road having a chat, we are expected to give up a significant chunk of our lives to this most mundane task. Which wouldn't bebad if NPCs walked at a normal pace. But they almost never do—because game devs delight in tormenting us. Presumably.
You'll cover a lot of ground in Henry's shoes, and meaty journeys are part of KCD2's appeal, so it's such a relief that it cuts out a lot of the bullshit, instead just allowing you to enjoy exploring its gargantuan pair of maps without fiddly systems interrupting the good times. In huge games like this, it's often these small details that make all the difference.We've seen other solutions, too, though.
Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings.
RPG Npcs Walking Speed Game Design Immersion
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