NPC Dialogue and Interaction in RPGs

This snippet illustrates how NPC responses shape player learning in RPGs. It highlights keyword usage and narrative choices based on prior interactions, showcasing character dialogues that inform the player about quests and virtues needed for advancement.
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elkaintmoose
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As you can see, the NPC's own responses help determine what keywords to use. Here's another:

"You meet a ranger with a far away look."
NAME: "I am Luke."
HEALTH: "Quite well."
JOB: "I seek the inner light!"
LIGHT: "I come from Skara Brae and am on my way to Yew. Hast thou been to Skara Brae?"
NO: "'Tis a spiritual city!"
YEW: "'Tis a city based on the virtue of justice!"

Now, if I didn't already know these things, this conversation would be quite helpful. In subsequent conversations, I learn of a red stone in the dungeon Destard, that I'll need to use that stone in an altar room to get "the third part of a key," and that I should stand my ground against non-evil creatures but try not to kill them. Throughout these conversations, there are a few chances to display or not display certain virtues. For instance, an enigmatic fighter named X asks me if I am the avatar. Since I am not, yet, I must say "no" or risk a blow to my honesty. Another character asks if I am "the most valiant of souls." To say "yes" would show a lack of humility.


Although most of the conversations in Ultima IV occur via prompts that you get from dialog, occasionally one character will tell you to ask another about a subject that you wouldn't have normally thought to ask about. For instance, at one point I meet a fighter named Hrothgar who tells me that another character named Aesop knows the mantra of valor. You would normally never get this from Aesop, a timid man hiding in the woods who questions his own bravery, but having been forewarned, you can mention MANTRA to him and find out that the mantra of Valor is "RA" and the shrine is on the next isle.
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