I don't think we should be aiming for realism in NPC interactions. I mean, we'd have to have stuff like long pauses, umms and errs, mishearing, misunderstandings...
If I'm going to be making choices I'd like the consequences to be logical. If you can just say "yeah, sometimes responses are irrational", what's the point in it all? Games tend to be better when the outcomes of your decisions are somewhat predictable (in the sense that the outcome belongs in a set of possibilities, rather than you can predict what the outcome is).


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