Our goal should be a system that is easy to understand, consistent, and functional. "Realism" should not be a goal at this point.
Why not? In a realistic system everyone around you would overhear your conversations with NPCs—both what you say, and they say.
However, this would be terrible:
1. It would give away unwanted spoilers for quests.
2. Lots of annoying chatter—imagine hearing someone repeatedly saying, "give me a quest" until they get one. Or the responses? "Huh? I don't get it. Huh? I don't get it. Huh? I don't get it. Huh? *whacks NPC over the head with a blunt claymore*"
3. I often have to type and reword maybe dozens of times to get the right wording for a quest. Especially when I have to re-ask previous questions to trigger phrases. I can easily type 50 lines and get nowhere, and I'm thankful noone else has to hear.
4. It's impossible to have anything remotely close to an in-character conversation with NPCs. Nilaya's lingo, words she uses, may not make sense. She says "thank you" at times, or "oh?" to express interest. She nods. Little things. In PS you cram everything into rigid dialog, like "tell me about ____". Like for a certain quest, you absolutely cannot ask "have you seen any guantlets?" No! You have to say "tell me about gauntlets," which is something I'd never actually say—it inquires about a generic concept or object, rather than a missing item.
2–4 could be fixed by smarter NPCs, but doing so is a ton of work. 1 is still a problem.
On the pro side, when people ask about culture, others would overhear. However, we can still encourage people to talk to NPCs about such things, and reinterate their stories ourselves, which also brings culture to the masses.
Frankly, I don't find the old system to be terribly bad. When you're out shopping or around town, you usually don't know people's names. You get people's attention and say "Hello sir", or just "Excuse me, could you help me with..." You have to focus on someone, make sure they see you, go up and get their attention somehow. In doing so, your attention is focused on them. Targetting may not be ideal, but it does approximate your locus of attention.
It would take a huge amount of work to get "realistic" NPCs.
Right now we have a lot of NPCs who each have very little to say...and a lot of them have generic triggers which don't fit at all. Some "mean looking guy lurking in the shadows" says "Hello friend! What can I do for you?" Merrinez responds with a generic "I'm very happy with my job! Everyone should be if they can" after griping about how bad it is only moments earlier. Brado says he likes his job if you ask him about being a weaver, but hasn't a clue about being a bartender. Not to mention, they only have a few things they actually do know about. I've also noticed that most of them seem to have rather similar personalities.
My idea to fix that was to start an "adopt an NPC" program for good roleplayers...have our actual players fully work out an NPC's personality, writing his or her opinion on a wide variety of topics. Imagine possible conversations and flesh out the details. Share a bit at first, then respond to prompting ("oh?" "really?" "why?" "tell me more") for more details. Forget having contributors apply to and join the team first, just have people pick or dream up an NPC and write it up. If it's good, use it. If people write total junk, disregard their contributions. If people write decent quantities of good and interesting characters, maybe they can be asked to join Settings. Maybe someone just wants to write one NPC and be done, leaving their mark on the world.
Other issues with the new system:
– If you mention an NPC's name in their proximity, they eat the conversation. Things like "/me nods to Jayose" or "Jayose loves his books very much" are not broadcast to the players around me, and earn me a lovely "You sound like a blithering mud dobber! Leave me be!" And I'm all like, "leave me be, I wasn't even talking to you!"
– Timeouts are weird. "Is it up yet? Can I talk normally yet?" "Gah, I meant for that to go to the NPC, sorry."
– Updating all NPC scripts manually is gonna be a pain. Frankly it seems like unnecessary work.
I do appreciate the idea and the effort, but I feel it would be best to restore the old system until it's possible to have reasonable conversations with NPCs, and work on that instead. As I understand it, one of the reasons for the new system was that targetting is counter-intuitive...but I haven't really seen any new players have trouble grasping it. It's simple and consistent.
Anyway, those are my two cents. And you know how seldom I throw those in on these boards. :)
--Nilaya