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Date: Thu, 16 Aug 2001 08:43:06 -0400
From: John Colagioia <JColagioia@csi.com>
Organization: No Conspiracy Here...
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Subject: Re: Help the AIF community!
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Adam Hendine wrote:
[...]

> What AIF seems to have that IF (often) lacks is the development of
> non-player-characters beyond simply being keys/clues to puzzles.  Good
> AIF relies upon developed characters to make the sex part worthwhile
> (admittedly bad AIF doesn't do this so much!).

I, in fact, shudder to ask my question, as I can imagine the fallout.
Understand, first, that I mean no offense to you, the AIF community, or
anyone in it.  However, this talk of lifelike NPCs caused me to download a
random sampling of games, in order to see what features could be
sto--err...borrowed.  What I found, instead, was that the "development"
wasn't significantly different than the "signpost puzzle NPC" problem you
speak of.  That is, the vast majority of NPCs are there so you, the
player, can figure out how to stimulate them.

Therefore, the question:  Can you point me to games where this is not the
case, and where the NPCs are more than--I swear no pun or hidden meaning
intended--"key and lock" puzzles?

[...]


