I agree in certain cases, NPC schedules work well (Such as following certain NPC's that to amusing or other things) are neat and add a bit of life. A Great example of this was the Stable Master in Paws in Ultima V: Lazarus. He would every couple of hours, walk out of the stables and walk into an NPC's house. Since he was an Oppression Bastage, he was obviously spying on the local residents. Sadly you could not confront him on this, but the effect and feel was there.vid wrote:First, i think they add very much to the atmosphere! Otherwise the npcs would just be diablo-like buying/selling machines.
A neat little backstory here and there, interesting npcs which "live" (scripted, not ai-ed) in bigger towns going on with their lives.... i liked that in ultima. When you meet the shopkeeper you bought your sword from yesterday, in the tavern in the evening, drinking a beer with him. Or some npc have their own little secrets (what was the name of this little elf in the beginning of morrowind, who hid his treasure in a treestump?) and so on. I think you should really see this not as a chore, but as a possibility to create good quests, and a believable world.
Honestly in 1990, I though NPC schedules were awesome and cool. However now, I find them incredibly annoying, in that it stops the flow of the game for the player. I find this annoying, your mileage may vary.
I do agree, that merchants open 24 hours sitting in the same spot do give them the feel of 24 hour vending machines. I liked BW idea of closing shops at certain times, which I think is a good start. An improvement on this would be to spawn in a different NPC that runs the say the "Night Shift", thus the store is still open 24 hours, but has now 2 different NPC's that break the Vending Machine feel.
Further enhancements could include say the Night Shift NPC provides a certain quest that the Day Shift NPC does not.