84Slashes said:Do we know if NPCs will have agendas?
One concern I have is that randomly generated NPCs have a tendency to become same-y after a while. Akadan/Aldric/Ubold the Miller/Baker/Shark... who can tell the difference? Eventually they just become faceless resources that generate soldiers for me, the better the relationship number the better the soldiers.
Probably best if this was left to mods, but here are two examples of NPC agendas/motivation that I would find interesting:
- NPC has strong feelings about a particular faction. Maybe they hate the Vlandians; and if you do quests for Vlandian lords and improve relations with them the NPC is more reluctant to hire troops to you (cost goes up). If you join Vlandia, maybe they outright refuse to hire anyone to you. Conversely, perhaps an NPC loves Sturgia, and if you've fought for them a few times they have a %change to give you troops for free -- 'for fighting the good fight'. I think I would remember that NPC when I finally become a lord or king.
- NPC wants to gain control of a particular town, and to do that he needs all his competitor NPCs in the town weakened or removed. I think something like this may already be in the plans for Bannerlord, since the quests we saw in the Gamescom demo (defend someone accused of a crime) had a stage where an NPC tries to sway us to work for them against the NPC that originally hired us. This could be interesting in that you can play a role in setting up a criminal lord. Even better would be if we can help an NPC take over multiple towns, becoming a true boss of a multi-town criminal empire.
This sort of NPC would be far more memorable in each playthrough, and I think I'd get more attached to them and immersed in the world, than an endless sea of Akadans the Bold/Snake/Miller/Tailor/Ironmonger.
The higher your relation with a specific NPC, the greater the number of soldiers they will make available to you.
This places inherent value on your relationship with a specific NPC, giving you a reason to complete quests for them, and enhance your capacity to recruit soldiers quickly, from a single location. Consider, also, the way this invests you in an NPC's safety and well-being; when that NPC is at risk, so too is your supply of soldiers. This link, between quests and the sandbox, is what provides interesting gameplay, as your character's connection to the world grows, making allies and enemies. In this sense, the impact of a quest is often more significant than the reward it offers.
A crucial change, in the nature of the quests themselves, is that the majority of quests, in Bannerlord, have multiple potential outcomes. As an example, when a character in a town tasks you with clearing out some thugs, who are occupying a local alley, upon meeting the gang, you are presented with a counter offer: go back to the quest-giver, extort money out of them for questioning the gang's authority and keep the profits for yourself. You can even clear out the thugs, as requested but instead of handing control back to the townsfolk, install your own men in the alley and begin a new criminal operation.
By offering these branching quests, Bannerlord gives you, as a player, the chance to define your relationship with different characters through a narrative. Instead of simply working to earn the favour of specific individuals, you are weighing the value of an NPC's allegiance, against a short term reward. And since the NPCs themselves have their own rivalries and disputes, even taking what seems like the moral option can compromise your standing, with those who disapprove of your choice of friends.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/17
NPCs aren’t neutral or friendly with everyone as in Warband. They develop clan allegances.