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Protection

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  1. Would a proper tricorne be out of the question? Or is that a little too overtly 18th century for PE?
  2. That is original concept art for Project Eternity. Are there still plans to include guns and possibly other technology in the game or was it just an idea? Gunpowder! Awesome. Muskets are the best excuses to play a ranged class of character.
  3. Dragon Age 1 solved this with a template system for casting. Surely that would be an option.
  4. I sort of feel this way as well, and that's not a good thing. Pickpocket as a skill never seems to have enough utility in these sorts of games. The juice is never worth the squeeze, except for like one specific NPC per game, and even then there's usually a dozen alternatives.
  5. There's a few specific things you look for in a good NPC, and these are all found in the games topping the list (especially BG and Planescape: Torment) +Humour Almost everyone enjoys a good laugh, and a character who can bring some levity and comic relief to what is probably a serious storyline makes for a nice addition. It helps cut down on the severity of everything, and gives you time to appreciate to game world as more than just a list of things to be destroyed. Characters that try too hard to be funny rarely are, but characters with amusing personalities are endlessly entertaining. Note: not every character needs to be humorous, but it is important to have some humorous characters. (obvious example of examples: Minsc and Boo) +Depth The reason Jade Empire is faring so poorly in this vote is because none of the characters had much depth. They were all almost one dimensional cardboard props, and didn't have a whole lot of layers to dig through in the dialogues, making them kind of stale. Good characters should have more than meets the eye at first. Surprising revelations, and hidden secrets, and things we might not have suspected about them all make them interesting. Also, a solid character arc - just like in a good movie or book, by the end of the story the character should be fundamentally changed by the events of the story. (great example: Wrex from Mass Effect 1) +Involvement One of the reasons nobody is going to list Quayle or Skye (from Baldur's Gate 1) as a great NPC is because they had little to no involvement in the story. By the time the player could finally acquire them, the game was 80% over and they had little to do with what was going on. Project Eternity already mentioned this, and they seem to be on top of it, but it's also important that characters have some place in the story. It's hard to get invested in a character if he joins the quest to save the world because I picked him some flowers and he was bored. But if the villain murdered his family and he's in it for personal reasons, then damn right he gets to come along for the ride to avenge his fallen loved ones. (great recent examples: Morrigan and Allistair from Dragon Age) There's other things, I'm sure that contribute to the success of an NPC being a positive addition to the game, but these three things seem to be what stands out for me. Throw in the talents of a strong voice actor/actress to really bring the persona to life, and I'd say those are the ingredients for NPCs that we will like and remember and care about.
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