Video games, especially Role-Playing Games (RPGs), often lead us on long, leisurely walks accompanied by Non-Player Characters (NPCs). This can range from the familiar MMO scenario of escorting an NPC, to tracking down a bandit camp where their companion is being held captive, or merely strolling along a path engaged in conversation. Unfortunately, these seemingly ordinary tasks can consume a substantial portion of our time. The issue isn’t so bad if NPCs moved at a reasonable speed, but they rarely do – this is likely due to game developers finding amusement in making our lives difficult, though that’s just a guess.
The frequent mismatch between the pace at which Non-Player Characters (NPC) and players walk implies an unusual coordination or agreement among game designers. It seems unlikely that any other factor is responsible for this discrepancy, especially since it’s a relatively straightforward aspect of game design that designers should be aware of, given the typical speed range in which players move.
In many video games, you can dash or creep around, and have some level of speed control with a controller. However, there’s always a minimum and maximum speed limit. Unfortunately, numerous games are packed with NPC characters that seem oblivious to this, moving at a pace that outpaces the slowest player speed or is too sluggish for faster players. This makes it difficult to synchronize your movement with the NPC without repeatedly stopping and starting.
This level of annoyance makes it hard to concentrate, as you find yourself more preoccupied with following the NPC than listening to their dialogue. Even a casual walk transforms into a tedious task. Despite our frequent complaints, this problem persists frequently. It’s an age-old issue that has several proven resolutions, but unfortunately, games seldom make an effort to address it.
Kingdom Come: Deliverance 2 doesn’t fit into the usual category of games that require complex navigation. Instead, it’s one of the precious few—the kind we should value highly—that offers an intuitive solution. Unlike many games where NPC movements have to be calculated based on various speeds the player might move at, and where players must find a suitable pace to keep up with the NPC, this game streamlines the process. By pressing a button, you can easily follow the NPC without needing additional control inputs.
In Bohemia, you’re free to revel in the chat and take in the stunning scenery, worry-free. However, it’s important to be aware of the ongoing civil unrest, social inequalities, and the chance of encountering dangerous situations. But, having a companion by your side is no longer something to fret about. This freedom also applies when you’re on horseback, and if you’re riding with others, you can decide who leads the way.
In one of several methods, KCD2 simplifies travel by reducing frustration. Notably, its fast travel system stands out among the best, striking a balance between convenience and keeping journeys engaging. Additionally, when traveling alone on horseback, you can instruct your steed to follow the road, eliminating concerns about speed or direction until you approach intersections or venture off the main path.
In Henry’s shoes, you’ll traverse vast territories, and it’s one of the reasons KCD2 is so appealing. Thankfully, it minimizes unnecessary distractions, focusing more on allowing you to immerse yourself in exploring its colossal maps without intrusive systems hampering your enjoyment. It’s the small aspects like these that can significantly enhance the experience in large games such as this one.
Apart from the approaches we’ve already implemented, there are other strategies in use as well. For instance, some games make NPCs move at a speed that matches yours, whether it’s faster or slower. This can be seen as somewhat irrational, but essentially, you follow behind them. On the other hand, games like older Assassin’s Creed versions allow you to adjust your speed to match the NPC’s once you get close enough, creating a synchronization due to proximity. These aren’t radical concepts; they’re just practical solutions. And they’re not novel ideas either, as they’ve been around for some time.
It’s not too extreme to propose that developers who persistently make us pause and resume, pause and resume, and so on until we’re on the verge of losing our cool and yelling at non-player characters, should face legal consequences. By knowingly inflicting such frustration for years, they have breached a fundamental agreement in society and should be held accountable. This may be the only way to teach them a lesson.
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2025-02-10 17:47