
The value of something is determined not just by how it appears, but also in what it contains. This is fairly common knowledge, anyone in branding or marketing will be happy to point out that this is why marketing exist for soft drinks and foodstuffs. However, this is something that we don't always consider for games.
Which isn't to say that games have no substance, although that argument could be made for some games, but rather that too often we'll overlook the little details that make up a game's world. We accept palette swaps and sprite-recolors, and we're even more accepting of NPCs being simple stand-ins for substance when they can be so much more. I've said it before [http://www.escapistmagazine.com/forums/read/9.125437-NPC-Stasis-Frozen-in-Time-or-Man-on-a-Mission], and I'll say it again [http://www.haywiremag.com/?p=3988], there's a lot to be said on the topic of NPCs.
NPCs are objects, stand-ins for the crowded streets and well-traveled sidewalks of the world outside. They exist to populate roads with cars, sidewalks with passersby, and taverns with patrons. Each honk of the horn, scream of fear, or simple line of dialog between pulls from a tankard of ale exists to hold a mirror to the world we live in, giving us a shorthand to help us understand the scale of the game.
Open world games reflect this by making NPCs fill the streets and buildings, but don't stand up to any scrutiny. Players who choose to examine the NPCs find they don't do anything, go anywhere, or behave outside of being set pieces. They're a facade, used to illustrate the point without having to build full scripts for each NPC, or radiant AI to give them purpose. They lack the nuance and intricacy of a real city.
On the surface, it may seem odd that NPCs rarely live up to their potential. They could, theoretically, become alike characters themselves. It would be interesting to see a world that functioned independently from the player. A game whose NPCs act on their own volitions, even if the player does not cross their path. Each character going through the day, with their own life to attend to.
NPCs like these could serve to benefit other games, giving an unspoken opportunity for players to explore the world however they'd like, even if it means establishing a home in an unimportant village and following around the villagers to learn their schedules. Or perhaps learning their behaviors to tweak them into doing something so the player doesn?t have to. This could be anything from getting an angry drunk into a barfight in one corner of town to clear the guards out of another, to hiring known thieves to help break into rich villagers' mansions.
Despite how interesting it may sound, programming sufficient artificial intelligence would prove too time-consuming for something that goes largely unobserved. Games that do this to a degree already exist. The Elder Scrolls IV: Oblivion is one such game. NPCs can be known thieves, or shop keeps, or so on. They go about their daily lives, following loose schedules and behaving more or less as one would expect. Thieves will pick pocket locals, sometimes being caught by the guards. At which point they will flee into homes to evade arrest. If caught, they'll be killed, and they will not respawn. That character will be dead, forever, and all of this goes on beyond the notice of players at large.
By and large, though, there's the potential for NPCs to be so much bigger, so much greater, than what they are now. They're capable of so much more substance, so much more depth.
Discussion prompt: Do you think NPCs are employed well, or there should be more examples of radiant AI controlled NPCs? Are there any games that stand out in your mind as good examples of this?