How Skyrim's NPCs Organize the Open World Experience

Patrick Holleman
1 May 202022:07

Summary

TLDRThis video script explores the strategic use of NPC dialogue in 'The Elder Scrolls V: Skyrim', contrasting it with traditional Japanese RPGs. The speaker delves into the challenges of analyzing NPC speech in Skyrim's expansive world and discusses the game's unique methods for guiding players, such as event-based clustering and diffuse funneling. The script also highlights the artfulness of NPC interactions, which serve both practical and storytelling purposes, contributing to the game's immersive world-building.

Takeaways

  • 📚 The video discusses the use of NPC dialogue in 'Skyrim', contrasting it with traditional Japanese RPGs.
  • 🔍 The speaker's method involves collecting dialogue from every NPC in a game, which is more challenging in 'Skyrim' due to the vast number of NPCs and their varying dialogue based on game progression.
  • 🌐 The script highlights the importance of NPC dialogue in providing an organizational framework for players in an open-world game, helping to alleviate choice paralysis.
  • 🏙️ The analysis focuses on the initial state of 'Skyrim', with dialogue collected from major cities to represent a significant sample of the game's NPCs.
  • 🗣️ Dialogue is categorized based on topics and purposes, with 'zone dialogue' being common and repeated across NPCs within the same geographic area.
  • 🎭 The video identifies 'event-based clustering' and 'diffuse funneling' as two strategies used in 'Skyrim' to guide players through the game world and its narrative.
  • 🤝 'Event-based clustering' brings NPCs together for story events, introducing players to important characters and future quest lines.
  • 🔄 'Diffuse funneling' spreads NPCs across the world to guide players towards specific locations or factions, such as the Bard's College or the College of Winterhold.
  • 🎨 The script appreciates the artistry in NPC dialogue that contributes to world-building and storytelling, beyond just serving gameplay mechanics.
  • 👥 The video mentions the large team involved in creating the NPCs of 'Skyrim', emphasizing the significance of NPCs in the game's design and storytelling.
  • 👻 The script concludes by acknowledging the strengths of 'Skyrim' in NPC design, despite the game's other criticisms and imperfections.

Q & A

  • What is the main focus of the video on NPC dialogue in Skyrim?

    -The main focus of the video is to analyze the use of NPC dialogue in Skyrim, particularly in the context of its open-world, non-linear RPG structure, and how it differs from linear Japanese RPGs.

  • Why is it more difficult to collect all NPC dialogue in Skyrim compared to older RPGs?

    -It is more difficult due to the vast number of NPCs, some of whom are hard to find, appear only at certain times or places, or only interact with the player after specific quests are completed. Additionally, dialogue can vary based on the player's progress and attributes.

  • What method did the author use to study NPC dialogue in Skyrim?

    -The author started a fresh game as a level 1 character with average stats and skills, avoiding specialization in speech, and collected dialogue data from major cities in Skyrim, focusing on the initial state of the world.

  • What is 'zone dialogue' and why is it significant in Skyrim?

    -Zone dialogue refers to repeated phrases that are specific to a geographic zone rather than the individual NPC. It is significant because it is common and helps new players find important amenities in the city, but it is counted only once per topic to avoid skewing the analysis.

  • How do open-world RPGs use NPCs to address the 'open world problem' and the 'RPG problem'?

    -Open-world RPGs use NPCs to provide an organizational framework, guiding players to quests, shops, dungeons, loot, and resources. This helps prevent choice paralysis and ensures players can find content appropriate for their level.

  • What are the two main strategies Skyrim uses for transmitting information through NPCs?

    -The two main strategies are event-based clustering and diffuse funneling. Event-based clustering gathers NPCs for story events, introducing important characters, while diffuse funneling spreads NPCs across the world to guide the player towards specific locations or factions.

  • Can you explain the concept of 'event-based clustering' in Skyrim?

    -Event-based clustering refers to instances where multiple NPCs come together for a story event, such as Rogbir's execution in Solitude. This strategy allows the player to meet important characters all at once and helps structure their gameplay.

  • What is 'diffuse funneling' and how does it work in Skyrim?

    -Diffuse funneling is a strategy where NPCs spread across the world guide the player towards a single point, such as the Bard's College or the College of Winterhold. This helps direct the player and connect them to quest chains and factions.

  • How do 'talky quests' in Skyrim contribute to the player's experience?

    -Talky quests are simple errands that put the player in front of quest chains or networks of important NPCs. They are designed to be easily discoverable and help the player navigate the game world while providing quest rewards.

  • What is the purpose of 'Dunsel NPCs' in Skyrim and how do they differ from other NPCs?

    -Dunsel NPCs are characters designed to make the world seem real through their dialogue, but they do not offer interactive menus for quests or transactions. They serve a decorative purpose, adding depth to the game's storytelling and world-building.

  • How does Skyrim's use of NPC dialogue demonstrate the game's strengths in world-building and storytelling?

    -Skyrim's use of NPC dialogue shows its strengths by creating a persuasive world with elaborate networks of NPCs that accomplish various game design goals. The dialogue ranges from guiding the player through the world to adding depth and color to the game's narrative.

Outlines

00:00

📚 Exploring NPC Dialogue in Skyrim: Methodology and Challenges

The script introduces a video series examining the use of non-player character (NPC) dialogue in the open-world RPG game Skyrim, contrasting it with linear Japanese RPGs. The author outlines their methodology, which involves collecting dialogue from every NPC in a representative state of the game world. This approach is necessitated by the vast number of NPCs, their varying locations and times of appearance, and the dynamic nature of their dialogue based on the player's progress and attributes. The summary emphasizes the impracticality of collecting all dialogue but argues that studying NPCs in a single state can reveal important trends.

05:01

🕵️‍♂️ The Role of NPCs in Structuring Open World RPGs

This paragraph delves into the challenges faced by players in open world RPGs, such as choice paralysis and the difficulty of finding content appropriate for their character's level. It explains how NPCs in Skyrim serve to provide an organizational framework, guiding players to quests, shops, dungeons, and other points of interest. The video discusses two main strategies used by Skyrim's NPCs for conveying information: event-based clustering, where NPCs gather for story events, and diffuse funneling, where NPCs spread across the world guide the player towards specific locations or factions. These strategies help to mitigate the open world and RPG problems by providing structure and guidance to players.

10:02

🎭 Artistry in NPC Design: Plausibility and World-Building

The script highlights the artfulness of NPC design in Skyrim, focusing on how NPCs are used to create a persuasive world and advance the game's narrative. It contrasts the clumsy use of NPCs for directing players to the College of Winterhold with more plausible encounters that integrate seamlessly into the game world. The summary discusses 'talky quests' that lead players to new NPCs and quest chains in a natural way, as well as the use of NPCs to make the world feel alive through interactions like playing tag with children or witnessing unique events like the one in Riften.

15:03

🏰 Skyrim's Persuasive World and the Function of Dunsel NPCs

This paragraph explores the concept of 'dunsel' NPCs in Skyrim—characters who exist solely to make the game world feel real and lived-in, without offering interactive dialogue options. The summary explains how these NPCs contribute to the game's storytelling and world-building, providing a level of immersion that differs from previous Elder Scrolls games. It also discusses the importance of these characters in creating a persuasive setting, even if they do not offer practical rewards or advance the player's stats.

20:04

🎨 Artistic Expression Through NPCs: Unique Interactions and Storytelling

The final paragraph celebrates the unique artistic contributions of NPCs in Skyrim, showcasing how they can convey complex narratives and emotions in ways that other media cannot. The summary highlights specific examples, such as the eerie normalcy of Hroger in Morthal following a tragic event, and how the freedom of the player to interact with the world around them enhances the storytelling experience. It concludes by acknowledging the extensive effort and resources dedicated to creating the NPCs in Skyrim, emphasizing their importance to the game's design and immersion.

Mindmap

Keywords

💡NPC Dialogue

NPC Dialogue refers to the conversations that non-player characters (NPCs) have with the player character in a video game. In the context of the video, it is the primary method by which the game 'Skyrim' conveys information, guides the player, and builds a rich game world. The script discusses the importance of NPC dialogue in setting the tone, providing quests, and creating a sense of immersion in the game.

💡Open World RPG

An Open World RPG is a genre of role-playing video games where the player can explore a large, open environment with various quests and activities. The video focuses on 'Skyrim' as an example of this genre, discussing the unique challenges and design solutions related to the open world, such as player choice and content accessibility.

💡Event-Based Clustering

Event-Based Clustering is a game design strategy where NPCs gather for a particular event, which helps to introduce the player to important characters and questlines. The script uses 'Rogbir's execution' in Solitude as an example of this strategy, illustrating how it helps structure the player's experience and provides a network of connections for them to follow.

💡Diffuse Funneling

Diffuse Funneling is another game design strategy where NPCs spread across the game world guide the player towards a specific location or quest. The script mentions how NPCs direct players to the Bards College or the College of Winterhold, forming a 'funnel' that leads the player to new experiences and quest chains.

💡Zone Dialogue

Zone Dialogue refers to the repeated phrases or information that NPCs provide, which is specific to a geographic zone in the game. The script explains that while these dialogues are common and can be seen as a form of direction spread out over a zone, they are not counted separately in the analysis because they are the same from person to person.

💡Quest Chains

Quest Chains are a series of quests in a game that are interconnected and usually tell a larger story or contribute to the game's narrative. The video discusses how NPCs in 'Skyrim' are used to introduce and continue quest chains, providing structure and narrative depth to the player's journey.

💡Choice Paralysis

Choice Paralysis, also known as analysis paralysis, is a phenomenon where players are overwhelmed by too many choices and struggle to make decisions. The script mentions this as a common issue in open world games, where the vast possibilities can hinder player engagement unless structured guidance is provided.

💡Level Up System

A Level Up System is a game mechanic where a player's character becomes stronger and gains new abilities as they progress through the game. The script discusses how this system can create organizational challenges in open world RPGs, as players may encounter content that is too difficult for their current level.

💡Plausibility

Plausibility in game design refers to the believability of interactions and events within the game world. The script highlights the importance of creating plausible encounters and dialogues for NPCs to enhance the game's immersive quality and to make the player's experience more natural and engaging.

💡Dunsel NPCs

Dunsel NPCs are characters in the game that serve primarily as decoration, contributing to the world's atmosphere without offering interactive dialogue options or quests. The script points out that these NPCs are a step towards a more Japanese style of dialogue and help create a persuasive world by making it seem more alive with their presence and commentary.

💡Idiosyncratic Storytelling

Idiosyncratic Storytelling refers to unique and unconventional narrative techniques that may not fit traditional storytelling formats but are effective within the context of a video game. The script provides examples from 'Skyrim', such as the game of tag with children or the eerie interaction with Hroger in Morthal, which add depth and uniqueness to the game's narrative.

Highlights

The video explores the use of NPC dialogue in Skyrim, contrasting it with linear Japanese RPGs.

Skyrim's open world and non-linear nature present unique challenges for NPC dialogue collection compared to older RPGs.

The vast number of NPCs in Skyrim and their varying dialogue based on player actions make comprehensive data collection impractical.

The study focuses on the initial state of Skyrim for NPC dialogue analysis to represent the game's world effectively.

The player's race and attributes influence the type of dialogue received from NPCs, affecting the study's approach.

Dialogue is categorized by topics and zones to analyze the trends in NPC interactions.

Zone dialogue is common and repetitive across NPCs, suggesting a shared information system rather than individual events.

Open world RPGs face the challenge of 'choice paralysis' for new players, which NPC dialogue helps mitigate.

NPCs in Skyrim provide an organizational framework guiding players to quests, shops, and other important locations.

Event-based clustering and diffuse funneling are two strategies used in Skyrim for NPC dialogue to guide players.

In-game events like Rogbir's execution serve as clustering points, introducing players to key NPCs and quests.

Informal clustering at inns offers recurring opportunities for players to engage with multiple NPCs and quests.

Diffuse funneling uses scattered NPCs to direct players towards specific locations or factions.

Skyrim's NPCs are designed with both practical gameplay functions and storytelling in mind.

The game employs 'talky' quests to naturally introduce players to quest chains and important NPCs.

Dunsel NPCs contribute to world-building without offering interactive dialogue options.

Skyrim's artistry in NPC design allows for unique interactions and storytelling not possible in other mediums.

The game's development involved a large team of writers, dialogue editors, and audio professionals to create its NPCs.

Despite criticism, Skyrim's NPC systems are a strength, showcasing elaborate and clever design for organizing the open world.

Transcripts

play00:00

this is bonus video number two on the

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use of npc dialogue in skyrim for the

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main video on npc irony i spent most of

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my time on linear japanese rpgs because

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they're my specialty for this video i

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wanted to step out of my comfort zone a

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little bit and look at an open world

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non-linear rpg

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we're going to start with a look at my

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methods as i think they help to explain

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my goal in this video and the most

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important differences between a game

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like skyrim and the squaresoft classics

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normally when i look at statistical

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trends in npc speech in a game i talk to

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every npc and get every piece of

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dialogue they have for a snes or ps1 era

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rpg that's a practical possibility in

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skyrim it's significantly more difficult

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the first reason for that difficulty is

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that there are vastly more npcs in

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skyrim than in any of the golden age

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squaresoft games some of those npcs can

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also be difficult to find a few move

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through a large geographical area some

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of those only appear in certain places

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at certain times

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and there is also a large number of npcs

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that only appear or only talk to you

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after certain quests or quest chains

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have been completed to add to that the

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dialogue of any given npc might vary

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greatly across the course of the game as

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the player completes quests and gains

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attributes like a higher speech skill or

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various faction alliances

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this makes it so that retrieving all the

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npc dialogue for the whole game is not

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the most practical task but i feel that

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we can still learn most of the important

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things we need to know about skyrim's

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npcs by studying them in a single

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representative state thus this video is

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based on the initial state of the world

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of skyrim to collect nbc dialogue i

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began a fresh game as a level 1

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character with average stats and average

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skills

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i deliberately avoided specializing in

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speech and picked the imperial race

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option to minimize the number of adverse

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reactions i would get from npcs the

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imperial faction is mostly neutral with

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other races but some storm cloak npcs

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started with a lower disposition towards

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my character than normal

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for the most part the type of dialogue i

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received was not much affected by my

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character build

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i collected the dialogue data only from

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the major cities of skyrim whiterun

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faulk wreath solitude

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windhelm

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dawnstar northall

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riften

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winterhold

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and mark harth this i felt gave me a

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large enough sample size to extrapolate

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the important trends to nvcs all over

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skyrim

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although there are some moderately sized

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towns with significant npc populations

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there are fewer towns than there are

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cities and the cities have far more

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people in them maybe not winterhold but

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that depends on how you count the npcs

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in the mages college

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within cities i itemized dialogue

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according to new topics when approaching

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an npc in a snes era squaresoft game the

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player usually has no control over what

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the topic of conversation will be in a

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few cases that's true of skyrim as well

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but most of the time the player has

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several topics to pick from when talking

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to a skyrim npc

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i counted each of these as a separate

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bit of npc dialogue except when multiple

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options had the same endpoint not every

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speech option is a separate topic

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sometimes the player reaches a branching

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point within a topic but every answer to

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the given branches is on the same topic

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and elicits the same npc reaction

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but many npcs have multiple dialogue

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options that fall into different

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categories

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for example many city dwellers have some

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kind of local direction dialogue which

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helps new arrivals to the city find its

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important amenities

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plenty

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i'd say we're prosperous enough most

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folk don't go hungry if they're willing

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to work hard the city's ruled by the

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yarl up in dragon's reach that's the

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fortress there up on the tall hill

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but you're probably more interested in

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your vascular mead hall of the

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companions

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i call these repeated phrases zone

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dialogue as it is particular to a

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geographic zone rather than to the voice

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of the npc that speaks it indeed zone

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dialogue is so common that if i were to

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record each instance as a direction

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dialog a graph of them would be

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overwhelmingly skewed towards the

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direction category

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and to some degree that would be an

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accurate representation of the game but

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the fact that zone dialogue is exactly

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the same from person to person means

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that these direction dialogues aren't

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really separate events

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rather we can think of them as a kind of

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blanket direction spread out over a zone

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like a city or even in some cases the

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whole of skyrim

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therefore most of the data you will see

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in graphs is from the city dwelling npcs

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of skyrim unique to one or two

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characters

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only counted once per topic or purpose

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rather than once per dialogue branch

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but at the same time i'm not only

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interested in quantitative data as we'll

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see skyrim trends overwhelmingly towards

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elaboration about place and directions

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to complete a quest that could seem a

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little boring it gets interesting when

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we look at how those things happen and

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why

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open world rpgs present two major

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problems to players entering them

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problems which the designer must

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anticipate

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the problems are right there in the name

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of the genre the first is the open world

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problem and the second is the rpg

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problem

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in a genre where a player can go

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virtually anywhere at any time

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brand new players are met with too many

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choices

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this can cause what game designers call

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choice paralysis or analysis paralysis

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not everyone experiences this some genre

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veterans are extremely self-directed but

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for the majority of players a little bit

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of optional structure helps them to

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enjoy the freedom of the open world the

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second primary problem is the rpg

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problem

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as i have said many times in my research

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the design feature that separated the

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rpg from its war game ancestors is the

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level up in any game with a progressive

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level up system the player needs to be

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able to go to new places and do new

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things that were impossible for lower

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level characters

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but in an open world context this can

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create organizational problems as

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players can wander into content which is

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inappropriate for their current level

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that kind of danger is essential for

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both the open world and rpg aspects of

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the game but new players can be

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frustrated if they don't know how or

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where to find content that is

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appropriate for their characters level

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this is where skyrim's npcs come in the

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primary function of npc's in an open

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world game is to provide an

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organizational framework to tell the

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player where things like quests quest

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givers shops dungeons loot and even

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alchemy ingredients are located most

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open world rpgs use their npcs this way

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but some do it more artfully than others

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skyrim uses two main strategies for

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transmitting information through the

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npcs that inhabit its cities and some of

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its villages the first is event-based

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clustering and the second is diffuse

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funneling

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event-based clustering is the easier one

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to visualize because it basically means

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that a bunch of npcs come together for a

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story event

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the best example is rogbir's execution

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in solitude half the city is present at

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the front gate when the player character

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enters after the event which only takes

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about a minute or so those npcs all

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depart on foot at a relatively slow

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speed giving the player a chance to

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follow and or talk to them

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but the event itself is also an

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important bit of npc dialogue in this

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event we learned that

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imperial power is still ascendant in

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solitude we also learned that the

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imperials were totally surprised by the

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assassination of the high king and other

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important political details

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similar though smaller events happen in

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other cities almost always right as the

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player is entering the town for the

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first time

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in morthal a group of citizens addresses

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their ruler over some unresolved

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grievances

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in mark hearth a bunch of guards and

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city folk gather in the marketplace

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after the assassination of an important

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citizen the purpose of these events is

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to introduce the player to some of the

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important people in the city all at once

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making several future quest lines more

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accessible

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then later on if the player goes in

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search of those npcs after they've

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returned to their shops the player will

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probably encounter several other nvcs

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who have their own quest chains in the

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end event-based clustering forms a

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network of connections which the player

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can follow to help structure their

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playthrough of the game

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while solitude mark carth and morthal

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have the bigger cluster events most

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cities have some version of this kind of

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event on the streets of whiterun there

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are a couple of loud npc discussions

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which reveal the conflicts between the

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grey mains and the battleborns and the

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economic situation in the city the url

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of solitude gives an audience which also

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acts as a smaller clustering event the

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earl of dawnstar does the same thing

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although in a more hostile way

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similarly a couple of thugs on the

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streets of windhelm across the dark elf

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resident of the city to illustrate the

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racial tensions inflamed by stormcloak

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political rhetoric because it's not our

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fight hey maybe the reason these grey

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skins don't help in the war is because

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they're imperial spies

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imperial spies you can't be serious

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each of these events only brings

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together a few npcs but the effect is

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still similar

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in every city there is also what i call

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informal clustering events that happen

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at certain gathering places mostly the

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city in at night npcs gather at the city

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inn ostensibly for socialization or

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entertainment before they go to sleep

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but of course we as players see through

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that irony and understand that the

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people at the end are there for us

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most experienced rpg players know that

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innkeepers offer a lot of minor quests

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but because numerous npcs gather at the

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end they also bring with them any quests

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that they might have offered out in

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their various places of employment the

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inn doesn't usually offer the same

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bonanza of quests that a clustering

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event does the number of npcs is smaller

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and the cast of npcs can vary based on

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the day time of day or many other player

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triggered changes in the world but the

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nice thing about the informal clustering

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event of the inn is that it recurs and

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players will pick up on that fact

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[Music]

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the mirror of the event clustering

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strategy is the diffuse funnel strategy

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in this strategy a group of npcs is

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spread out all across the world and they

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funnel the player towards a single point

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the best examples of this are the many

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npcs who direct the player towards the

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bards college or the college of

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winterhold boards in the cities of

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skyrim recommend going to solitude to

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join the college

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i'm a bard trained at the bards college

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in solitude

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wanderers like you should think about

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applying

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essentially these references form a

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giant funnel moving the player towards

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solitude should the player then join the

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bards college they'll be connected to

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all the npcs of that faction and given a

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quest chain which sends them back out

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into the world

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a similar thing happens with references

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to the college of winterhold because

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there are no mage guilds in the cities

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as there were in oblivion it's a little

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more difficult to find information about

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where to learn new magic

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court wizards from whom the player buys

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most of his or her magic at the

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beginning of the game do make reference

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to the college

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but the chances of meeting a court

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wizard other than fahrengar in whiterun

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during the main quest are much lower

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than those of meeting an innkeeper

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relatively few quests direct you to talk

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to a wizard it's far more likely that

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the innkeeper will mention the college

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instead this particular set of

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directions doesn't make a ton of sense

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from a storytelling perspective but its

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practical functions are unaffected

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various other funnels exist in the world

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too pushing the player towards joining

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one side of the civil war or the other

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or the companions faction the companions

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[Music]

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these are a little more sparse than the

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bards college or mages college but still

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present in a few different places

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even the dark brotherhood has a kind of

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funnel although it is steeped in

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idiosyncratic irony

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innkeepers and other npcs will remark

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that a child in windhelm is trying to

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summon the dark brotherhood nobody seems

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to believe that the child could actually

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succeed but the whole conversation is

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just a bit of irony for the player's

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benefit although the npcs aren't sure if

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the dark brotherhood is real or

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concerned with the wishes of an orphan

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the player will nevertheless understand

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that this is an important illusion about

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how to join that faction

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is doing the black sacrament trying to

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summon the dark brotherhood

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oh grim bar always with a nonsense

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because the designers of skyrim

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accomplished so much through their npcs

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there's a lot more to say about them

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beyond the big structural ideas and

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statistical analyses

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much of their artfulness comes down to

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how the npcs accomplish their various

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ironic and narrative goals

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to start i just want to consider the

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topic of plausibility earlier i

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mentioned that the primary funnel to the

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college of winterhold is through court

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wizards and innkeepers the notion that

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court wizards would direct amateur mages

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towards their alma mater makes total

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sense the fact that innkeepers also send

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the player in that direction with equal

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consistency is a little stranger there

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are obvious structural reasons why

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innkeepers should say these things

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players expect to gather practical

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information from inns winterhold's

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remote location presents a practical

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problem thus we have a slightly artless

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solution that functions well enough i

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point this out only because it's a

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relatively rare example of skyrim using

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npcs in a clumsy way the rest of the

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time the designers create more plausible

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encounters one of my favorites is this

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passing encounter in solitude

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if you ever want to replace those old

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rags stop by radiant raiment

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until next time

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tori the proprietor of the clothing shop

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mocks the player character's choice of

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garment but backpedals if the player

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stops to talk with her this quest is a

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great example of several clever

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techniques that the designers are using

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all the same time first tarry catches

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the player's attention with an

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unsolicited quip

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then she backpedals on her insult and

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offers the player a quest

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that quest puts the player character in

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front of the yarl who is in the middle

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of an audience this is an example of a

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small quest which pushes the player

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towards a clustering event all of the

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interactions that put the player on this

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path are totally plausible that's an

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example of good fiction

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but this interaction is also elegant

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from a mechanical perspective the quest

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that puts the player in front of the url

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requires no combat no speech checks and

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no required items except the clothes

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that the quest giver hands you at the

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start

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[Music]

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because of all this the player can

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easily discover a whole network of npcs

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and quests in a totally natural way

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skyrim is full of these little go talk

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to x or talky quests as i call them that

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put the player at the doorstep of a

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quest chain or a network of important

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npcs

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several of the major cities have them

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there are three such quests in riften

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white run and solitude two such quests

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and falk wreath and one each in windhelm

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dawnstar and winterhold

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there's a whopping four talky quests in

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markarth that last point is the one that

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showed me how and why these talky quests

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were placed

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mark hearth is the largest and most

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complex city which is why there are so

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many exploration based quests there

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in order to help the player understand

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how to navigate the city the player is

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sent to do various simple errands

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the errands are in a sense inappropriate

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for the legendary dragonborn but they're

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an excellent way to show the player

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around the city while providing some

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simple quest rewards along the way

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skyrim does amazingly well at

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accomplishing multiple practical design

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goals with its npcs but much of what

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npcs do is solely for the sake of

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storytelling or world building the

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central design pillar of skyrim is the

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creation of a persuasive world but the

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kind of artistry employed in npc

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dialogue differs from character to

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character

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in addition to all of the funnels

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clusters and networks in skyrim there

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are also many npcs whose only job it is

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to stand by and make the world seem real

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i'm no one special just a miner who

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swings a pickaxe for his drinking money

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i call these dunsell npcs meaning

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something whose only purpose is

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decorative

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in my analysis of the jrpg classics i

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never made this distinction because the

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elaboration category already serves so

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well

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but in skyrim there's an important

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difference in the level of interactivity

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these npcs offer

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all quest participants and vendors in

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skyrim have a small interactive menu

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which pops up when the player speaks

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with them the dunsal npcs lack this

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although they do have plenty of dialogue

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i'm on my way to solitude to join the

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legion the united empire is better for

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everyone and that dialogue does fall

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into the normal elaboration categories

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accomplishing various storytelling goals

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throughout the world of skyrim if

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anything these npcs are a move towards a

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more japanese style of dialogue

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in previous elder scrolls games almost

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every npc had a menu that opened into

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several dialogue options the need to

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give these characters speech menu

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options inadvertently led to a lot more

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zone dialogue

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you can see this in earlier elder

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scrolls games as well as numerous other

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pc rpgs in the dnd tradition

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in skyrim perhaps because the developers

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had more time money and memory space the

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world is full of people who are just

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there to make the world seem persuasive

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they talk back but the player has no way

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to steer the conversation with them

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lastly i want to highlight a few spots

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of artistry that aren't necessarily

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idiosyncratic to skyrim but which are

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nevertheless great examples of npcs

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doing what other art forms probably

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could not accomplish

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the cluster event in eurovascular is a

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good albeit brief example of

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idiosyncratic storytelling

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the event itself is a fight that breaks

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out as soon as the player enters the

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building

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in a film we would see only the

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combatants mostly head-on in shot

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reverse shot

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at least one of the characters would be

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a main character and so the story and

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camera would have to focus on the fight

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but in a video game the player is

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allowed to hover around the perimeter of

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the fight and hear the commentary of all

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the companions instead because nobody

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involved in the fight is that much more

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important than anyone else this freedom

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suits the storytelling of the video game

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medium

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another idiosyncratic npc interaction

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that the player can experience is a game

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of tag

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in several cities but most obviously in

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solitude the player can enter a game of

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tag with the local children and simply

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play chase with them

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there are plenty of chase scenes in

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modern film television and even other

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video games

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but this interaction is different

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there's no dramatic tension nor any

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reward at stake

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so why even put this in the game if the

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goal of the designers was to offer the

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player chances to level up in every

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interaction this game of tag would be

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superfluous but if making skyrim seem

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like a persuasive setting was more

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important than embedding a practical

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reward in every interaction then these

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games of tag make more sense this is a

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chance for the player to play the role

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of a benevolent hero even if nothing's

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at stake

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for players who only want to see their

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stats go up this might be a

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disappointment but for players who are

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really into the role playing aspect of

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the game these little bits of color make

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the world feel more alive that's an

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important pillar of the rpg and it

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always has been

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finally in morthal there is a very well

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done quest that begins with a deeply

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unnerving and highly idiosyncratic npc

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interaction

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in that city many npcs remark the recent

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burning of frogger's house

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the burning of the house is remarkable

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in and of itself

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but what really unnerves the townsfolk

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is that hroger who lost his wife and

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child in the blaze moves in with his new

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girlfriend alva the very next day

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because roger still lives in the city

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players naturally want to talk to him

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about the incident to see if there's

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some piece of background information

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they're not getting from everybody else

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but harager's responses are eerie he

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goes about his day with a blank affect

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acting as though nothing at all is wrong

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the flat affect of his responses deepens

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the weirdness of the situation i won't

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spoil the quests and his results but i

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do want to note that we as players can

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only experience this sense of weirdness

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because hroger is an npc in an open

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world game his responses are unnerving

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that's true but more than all of that

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the fact that we can just watch him go

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about his life as though nothing has

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happened to him really brings the

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weirdness together roger is not hiding

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some unspeakable grief he's hiding

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something very different but that's not

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something a book or film could convey in

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quite the same way

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skyrim has endured a lot of criticism

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over the years some of it has been

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warranted the game isn't perfect

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many quest lines are truncated there are

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lots of bugs and the main quest line is

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a little uninspired but i think the game

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also has lots of strengths that have

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been overlooked few people really paid

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attention to how elaborate and clever

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the networks of npcs are and how well

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they accomplish a variety of game design

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goals

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just to give you an idea of how much

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work went into these npcs i want you to

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look at how many people were employed to

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make them in the making of skyrim

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bethesda employed at least 8 writers 19

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dialogue editors

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and 17 audio professionals

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also plenty of writers on game projects

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are credited with the title other than

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writer or editor so those numbers are

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probably higher

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that's at least 44 people whose job it

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was to give voice to the many speaking

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characters of skyrim

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and that number doesn't count the game's

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main design team nor any of the dozens

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of voice actors who also contributed

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not everyone i've counted there was

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working on npcs full-time

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but you do begin to get an idea of the

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scope of the project

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if the developers of the game knew that

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npcs were important enough to dedicate

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that many man hours to the project that

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should tell us how much they matter to

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the organization of a huge open world

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thanks for watching

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Связанные теги
SkyrimNPC DialogueOpen WorldRPG AnalysisGame DesignQuest StructureImmersive StorytellingPlayer GuidanceWorld BuildingRacial Tensions
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