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NPCs Do More Than Give Quests
They Give Your Game Substance Too

From what I know, there are two types of gamers. Ones who only approach NPCs for quests, and those who go out of their way to talk to every. single. NPC in-game.
I’m not going to explicitly say which category I belong in (though I think it’s pretty obvious, hence this article), and I’m not judging either type of player. But NPCs may play a larger part than you realise, consciously or unconsciously.
Turns out, NPCs do more than give quests. They are what brings life to a world, here’s why every game needs NPCs beyond its basic functionality of quest-giving.
Building Believability
I don’t need to talk about how NPCs’ designs and dialogue reveal a world’s history, culture, beliefs and more. We all know that. Game Designers have known that too since the beginning of time. That’s why NPCs exist.
But most seem to underestimate how NPCs add believability to games. We may not even pay them a second glance when we run past them for the umpteenth time during missions, but if they are gone, the world would just become a flat floor with buildings. And unless you are in an abandoned town, there’s no way you believe that a city without a single person exists right?
But what I wish to highlight even further, is that it’s hard to believe in a world where NPCs remain in the same location, day and night, summer and winter. Good game design gives NPCs things to do, that’s what ultimately pushes worldbuilding to the pinnacle level of believability.
In Stardew Valley, NPCs are constantly running up and down the map doing their daily chores. I can’t even count the number of times I’ve waited outside of Sebastian’s basement with a Frozen Tear in hand (he never leaves his stupid room). With the NPCs moving around the map, it gives a sense of realism and breathes life into the game. Like, ah, so people do have lives here. They don’t exist for me. They coexist with me.

After all, the world doesn't revolve around you (even if you're the chosen one, sorry)…