How To Make NPCs That Aren't Completely Annoying



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Where would we be without companions: The sidekicks, allies and general hangers-on that accompany us through all the best videogames? Honestly, we’d probably be a lot happier, because most of them are annoying as hell – but why is that? Why are so many characters literally designed to be our friends and to help us so often irritating, pushy and generally useless, and what makes those few companions worth investing time into work so well?

The Architect is glad you asked – they’ve been flying through trans-dimensional abbeys, alternate versions of japan and a fair few dystopias in search of the ultimate companion, and what they found was that the ultimate videogame sidekick has less to do with how nice they are, and more about the person behind the keyboard. Yeah, you!

You Saw:
Marvel’s Midnight suns – 2022
The Legend of Zelda: Skyward Sword – 2011
God of War Ragnarok – 2022
Grand Theft Auto IV – 2008
Resident Evil 4 – 2005
The Elder Scrolls 4: Oblivion – 2006
Bioshock: Infinite – 2013
Persona 5 Royal – 2019
Pokemon Sword and Shield – 2019
The Legend of Zelda: Ocarina of Time – 1998
Borderlands: The Pre-Sequel – 2014
Fallout 4 – 2015
Undertale – 2015
Dark Souls – 2012
Star Wars Knights of the Old Republic 2 – 2004
Dr Strange in the Multiverse of Madness – 2022
Half Life 2 – 2004
Halo: Infinite – 2021
Crosscode – 2015
Portal 2 – 2011
Ico – 2001
Final Fantasy 7 Remake – 2020
Hitman – 2016
Fire Emblem Awakening – 2012
Jedi: Fallen Order – 2019
Portal – 2007
Mass Effect 2 – 2010
Puella Magi Madoka Magica – 2011
The Elder Scrolls 5: Skyrim – 2011
The Witcher 3 – 2016
OneShot – 2016
The Outer Worlds – 2019
Pokemon Fire Red – 2004
The Last of Us 2 – 2020
Half Life 2 Episode 1 – 2006
Psychonauts 2 – 2021
God of War – 2018
Pokemon Scarlet – 2022
Monster Hunter World – 2018
Mario and Luigi Dream Team – 2013
Shadow of the Tomb Raider – 2018
Ace Attorney Investigations 2 – 2011
High On Life – 2022
Xenoblade Chronicles 3 – 2022
Symphony of War: The Nephelim Saga – 2022
Fire Emblem 3 Houses – 2019
The Banner Saga 3 – 2018
Titanfall 2 – 2016
Dragon Age Origins – 2009
Nier Automata – 2017
Genshin Impact – 2020
Earthbound – 1994
Final Fantasy 7 Demake – 1990
Left 4 Dead 2 – 2009
Grand Theft Auto V – 2013
Yoshi’s Island – 1995
Spyro Reignited Trilogy – 2018
Stardew Valley – 2016
Mass Effect 3 – 2014
Disco Elysium – 2019
Dream Daddy – 2016
Potionomics – 2022
Half Life Alyx – 2020
Borderlands 3 – 2019
Watch Dogs 2 – 2016
Fallout 3 – 2008
Half Life 2 Episode 2 – 2007
The Legend of Zelda: Twilight Princess – 2006
Kirby and the Forgotten Land – 2022
Deltarune – NOT OUT YET
Stray – 2022

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41 thoughts on “How To Make NPCs That Aren't Completely Annoying”

  1. Some title feedback: I would have (and clicked) the first title to watch a video about good supporting characters (thinking someone like Kronk from emperors new groove). But would be less likely to click on a video title about NPC's not being completely annoying.

    Few reasons, I prefer focusing on the positive (how to make something good) rather than the negative (how to not make something bad). Additionally, as a non-game developer who just enjoys the occasional video on your channel, the second channel with "how to make" seems more focused towards the developer audience then the casual audience.

    Just thought I would provide some thoughts as I know the algorithm game is tough, and you probably rarely get any decent feedback on the topic outside of the numbers you see. Obviously I am a sample size of 1, and probably not worth considering too heavily on the scales.

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  2. I'm honestly really glad Midnight Suns didn't release to tonnes of popularity, it, hopefully, shows that there is some consequence for your actions, this is what happens when you release a (or it might have been 2, but I don't think so?) really scammy, wallet draining mobile game, exclusively designed to make money, and get people addicted, there's a level of distrust that comes with that, hopefully they continue making quality games, but there's always so much risk with big companies like this, the second they make one blockbuster it's all they're gonna churn out for at least another 4-6 years, whilst finding a way to make it as big a rip off as possible.

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  3. I read an article on a driver's assistant that was trialed in Japan, it was a cute anime girl (because… of course) who would pop up when drivers were speeding (among other "helpful" tips). It was so grating that drivers apparently started recalcitrantly speeding up more. It's just human nature, no-one outgrows that 2 year old phase were you want to do and figure things out yourself, even though you are actually completely incapable of doing such.

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  4. As if Yusuke is better than lovable goof Ryuji.

    Especially because he's introduced trying to sexually blackmail Ann, and the game never really addresses it after that scene. The only reason he's not the actual worst is that Morgana also exists.

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  5. People really don't talk about how likeable everyone in FFXV is (besides Lunafreya whos as interesting as wet bread). I remember how much fun it was to get Gladios sister on the team for a bit and a sad when it was only for a dungeon. When you get to see things characters like and have total control of them in battle does a lot to make them feel great.

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  6. so i know you probably wont take this to heart but i have a bit of critizism for you mister adam could you take it a little slower or at least work on the pacing of your videos as a game dev who watches all of your vidoes in the playlist over and over ive noticed as yourve made more and more vidoes the pacing for your videos have gotten more and more hectic giving little time between sentences to process what you just said proir in the last sentence eventually down the lne they just start to feel like noise being spewed at a rapid rate which makes taking alot of this into account and cementing it into my head a bit headache inducing i love these videos more than i can express but a bit of room to chew between segments would be appreciated as ive had to watch this video in particular on repeat because of how fast your conjoining together details and information

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  7. The idea that you get closer to characters just because they're useful was something I learned playing Kantai Collection. It's a game with completely automatic combat, and for the most part any character within the same ship type is replaceable with another one, with stat differences being marginal. Despite that, most people I've talked with get attached to the characters they use. Which sometimes is by choice, especially later on, but in the early game where they just don't have the options, it's still as strong. And if a character randomly performs very well in a battle, like getting a clutch attack in, they like that character a little (and sometime a lot) more. I can mention several cases of my experience, even if it was many years ago since I played it.

    Of course characterisation plays a role too, but you shouldn't underestimate a character just being useful, and I find that to be stronger if the event isn't scripted.

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  8. At the beginning of the story we aren't suppose to like Midna. Just the opposite, but the devs want us to like her over time. At the start of the game is when she talks the most, but at the end of the game she interjects less.

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  9. A mention for Cappy in Super Mario Odyssey, though he is more of an active ability. He never nags, he only helps. He gives us access to his airship. In between levels we even get to sit in big chairs and drink cups of coffee with him. A good friend, is Cappy.

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  10. Adam Millard: It forces you to pay attention to small details of what people are saying and- Me: Or i could just look it up…bc it has game-play significance and I don't want to make the game harder for myself bc I misread a social cue.

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  11. I kinda like Paimon, maabe because the game seems somewhat aware of how annoying she can be and gives you options to tease her in dialogue. but yeah i can totally see why my opinion's uncommon

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  12. I tend to not be annoyed at characters who are overbearing with their hints. I just tend to chalk that up to bad game design and not attribute the annoying behaviour directly to the character.

    I also don't tend to like characters more because they're stronger or more useful. Not directly anyway, since if you've got the choice, it's easy to pick the stronger members to be in your party. Which means you'll see them more and bond with them more.

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  13. Please check out Foxhole, it´s an 3. person persistent war game whit all weapons and vehicles player made and really pretty unique. But it would be kinda great to get more players in, it has still enough and a entrenched community but more would be always be great to get more often bigger battles.

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  14. It's interesting, because I actually have the reverse impression of Ashley from RE4 and Elizabeth from Bioshock. Ashley was notably one of the first companion AI's to have some actively helpful AI design. The fact that she would duck to clear your field of view was a big one, as well as her tendency to stay at your back while shooting – both of these were pretty unheard of for companions when RE4 came out. She was also created interesting mechanical pressures as a hostage and obstacle, and her constant kidnappings were generally really well implemented for adding variety to different scenarios. Elizabeth, on the other hand, I found meandering and distracting, and I actually hated that she tossed ammo and supplies at me (it felt distracting and patronizing, and the game already seemed far too easy at that point). I quit Bioshock Infinite early after finding her as it felt like she hadn't offered anything to change the games core loops.

    I liked Alistair too :3. Best boy broke my heart in the worst way.

    There are also characters who just can't be saved by mechanical benefits. Wakka from FFX has a specific role to play in the party that's fairly hard to fill and so you're supposed to use him, and yet he might well end up untouched on the sphere grid because, well, he's a crappy person and a religious zealot written from a racist stereotype.

    Reply

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