Recently I just realized whether they are sandbox RPGs, story-driven RPG, or action RPG, the world feels centered around the player, and most "daily routines" NPC perform are just for the players to watch.
For example, the shopkeeper who is selling weapons will never sell a single weapon to another NPC, only the player will buy it. The villagers who keep catching fish from day to night will never gain "fish" in their inventory. A woodsman will never obtain "wood item" despite he chops tree for life. The player is required to consume food, while NPCs don't. NPC who eat food will never consume food in their inventory (or they may not even have food in the inventory, it just magically appears for the players to feel immersive) The list goes on.
While in simulators / RTS, these actions performed by an unit are actually meaningful (gathering resource, healing, etc.), in RPG it has no functions except for to give the player an illusion that the world is "alive." Will this "dynamic living world system for RPG" ever get changed?
ghostofzabis
Its not really something thats realistic with most of todays RPG's. The reason is that they are far too complex and far to big to create a realistic representation of 'all life'. A couple of issues you're quickly going to encounter if you tried to make a game like this:
1) You have to stop at some point. While you can assign some level of independent interaction to your game world, you cannot make a 'real' simulation. Lets say you add a system to Skyrim where the NPC's now buy food from the vendors and consume food at preset meal times. Ok, wouldnt be too hard (though it would become a nightmare for NPC spawns out in the wilderness. But what about a system that require your NPC's to hunt for their own food, system that allows NPC to carry the food they hunted for back to town, systems for sharing their food with their spouse and children back in town (but not with random by passers), systems to handle eco systems when wild life is hunted, fields that are harvested and re-sow, do you need a system to ensure that NPC's store additional seed for sowing next seasons crops? No matter how long a list you make of mechanics like that, you're never going to be able to list or create all the possible dynamics.
2) The more complex the overall game is, the harder it becomes to make systems that work. You mentioned RTS's where harvesters actually harvest resources and when they bring those resources back your resource stock actually increase. Compare that to Skyrim. It would be easy to create a basic NPC that went to a cupboard, took out and item and walked over to you and gave you that item. However to make 1000 different NPC's track different cupboards at different locations with different content is a different matter. The NPC's in Skyrim live in different places and have different opinions of the player.
3) The uncanny valley: The Uncanny valley is a term mostly used for robotics and artwork, but would really apply here as well. The basic idea is that the closer you get to something emulating reality the harder it becomes for an observer to suspend disbelief. In short, the more lifelike you make your NPC's and your world; the more the player will start to notice the details that conflict with the real world. You could argue that the original post is a perfect example. Games like Skyrim do more than just about any game in the past to emulate a real world. NPC's will chat with one another, they have daily routines, they have houses and beds where they will go at night to sleep. They have day jobs where they go in the morning. And yet, a lot of players find the elder scrolls far less immersive than games who make no real attempt to emulate a real world. (More info: http://en.wikipedia.org/wiki/Uncanny_valley)
4) Time and money: Most importantly, every extra system requires time and recourses to create, implement, design and test. That time and money that could have been used on making more quests or monsters or treasures or dungeons. You could spend a month having your best programmers and designers make a system for growing and mowing the grass in Skyrim, but how much more fun would the game actually be. If it was a choice between implementing growing grass and trees or the ability to ride dragons... which would add more to the players enjoyment and which would sell more copies?
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