To have a decision acknowledged in a game with calls itself an RPG is not an unreasonable expectation, especially for a genre which prides and defines itself upon choice and consequence.
The decision of background can be acknowledged without generating a variable set of NPCs that you can interact with (and yes, to cover the different families possible, it's almost unavoidable that NPCs would have to be specifically created in various locations for the purpose of representing them rather than just repurposing those already made to fit). Players will have dialogue options tied to their backgrounds, the aristocrat background included, but beyond that, this is another blanket statement on your part that becomes questionable when subjected to detail and context. Obviously, not all decisions from the first game can or will be acknowledged even when you're dealing with rpgs, and thus it's obviously not reasonable to expect reactivity for any given choice simply because you could make it in an earlier game, let alone to expect a specific form of reactivity such as the one being discussed here.
The query which launched his conversation did not ask for quests or elaborate detail, merely acknowledgment.
My response was primarily directed to the statement I quoted, in which you categorically claim that difficulty fails to suffice as a reason not to implement something.
But as for the poster's original request, they actually didn't ask for mere acknowledgment of the background: they asked to meet their character's family in the game. That obviously requires that there be a family present to meet, and using any "NPCs in any home who meet the appropriate racial requisite" is such a sloppy and haphazard approach to implementing this that it would likely be worse than no attempt at all for many, myself included.
The fact that you actually think that plopping them down wherever would be sufficient indicates that you aren't even aware of the extent to which the details of this background can vary to begin with. You can check here for details on the available choices for this background as well as others, but I'll quickly summarize some of the basic ones here as well:
- You can be descended from royalty.
- You can be from an "influential" family.
- Your family could have recently purchased its status and be considered pretenders to nobility by those who claim it by lineage.
What makes sense in terms of the portrayed history of one and its subsequent developments in the game doesn't fit for others, and for each of these choices further variations are possible that can influence not only the tone of interactions with the family, if they were to be created, but also where it would even make sense for them to end up. The proposition of simply integrating them within locations that are already planned further assumes that such places will necessarily fit the background, and that's far from guaranteed: for example, have you heard anything about a kingdom where wood elf royalty exists in the Deadfire in any of the lore tidbits or interviews for the game? I sure haven't.
For all your talk of acknowledging background decisions, the supposedly elegant solutions of having the families automatically lose power, emigrate elsewhere, or end up deposed, murdered, or otherwise deceased regardless of the player's earlier background specifications obviously contradict this goal. What's more, many of these proposed "solutions" of yours don't even accommodate the original poster's request to actually meet the Watcher's family in the first place, despite the fact that you're supposedly arguing in favor of it.
Edited by blotter, 13 February 2018 - 11:27 PM.