Thanks guys for the well thought out responses I appreciate it. Addressing some of the things you've mentioned.
TwirlyBloom wrote:Lol, I'll try to get the ball rolling. I can't remember specifics off the top of my head, but I remember enjoying interacting with NPCs where it really felt like they had a life beyond just standing there. Most online games have the most cardboard NPCs, where they're all interchangeable, and it doesn't feel like you're talking to (what's supposed to be) a person at all. Maybe add a few implications of stuff going on in their lives? Also, I tend to appreciate voice-acted dialogues, but that's probably too big a production, lol. I think the best tool to use would be diction -- maybe add "y'all", "y'know", "eh", or some other dialect inflection to some characters.
I dislike NPCs that makes you slog through a whole repetitive dialogue just to get to what you need, though I can sort of understand why that would be easier to program. I really prefer going to an NPC and they already have the finished quest interaction ready to go.
For favorite NPCs, at the moment I can only think of Galatea, from the interactive fiction game, who won the "Best Individual NPC" award in 2001. But that must've been an insane amount of work just for one character XD
[edit: Oooh, maybe an NPC that says funny/off-the-wall things. Or who keeps trying to tell jokes and falls flat XD Or how about a character who seems grumpy but is really a big softie once you get to know them?]
I agree as well with how some NPCs seem like cardboard and they seem interchangeable. So of course it all boils to how well we do on the writing, which we will do our best to make as interesting as possible. Voice acting is a bit outside of our budget and scope, however we do plan to have each NPC have a greeting or noise they make when you talk to them. Repetitive dialogue is also tough because there is only so much writing games can do to make NPCs seem lifelike. The best we can do is make sure we have a good dialogue bank to pull from when you are talking to an NPC and have it rotate out as you increase heart levels often enough. Jokes are also a must as well ^_^;
Eiburine wrote:1. I like the interactions in Animal Crossing because they attempt to talk to the player. The player does not have to be the only one to talk to everyone and it gives more life to the game :3 I also like how the animals have conversations with each other and you can listen in on the conversation and sometimes they ask you to pick between two sides XD cute quirky stuff like that. I also like how random animals participate in events :3 Some animals choose not to and decide to stay home. Idk that seems more realistic than absolutely everybody participating like in HM, cause if you miss the event, you aren't literally the only person not participating XD
2. I haven't seen many npcs hold hands with each other XD I'd like to see cute parent and little kid hand holding. I always see the kids running around to who knows where. I'd also like to see really expressive animations, like how npcs fluster and jump up and down and are just really energetic in Style Savvy.
3. I can't think of any specific games :3c But I'd like for each npc to say things from a pool of dialogue, so that they don't say the same lines whenever you talk to them like in rpgs, but like animal crossing XD
4. Ahh every npc in Undertale :3 they are all quirky and unique and not one of them uses the same sprite as another. The two that stand out to me though are Sans and Papyrus
5. I wonder if... when you talk to npcs in Pumpkin, there will be a cg cutout of them in different emotions, or just the character model youre talking to. (HM and AC style respectively). If you guys are doing the different portrait cutout emotion sprite things, you shouldn't just use a base body and change emotions, use body language too

yay
You have a lot of good suggestions primarily making sure NPCS interact with each other instead of just kind of wandering around aimlessly. We're going to be using the 3d models instead of cut outs because.
1. Budget (Art is hella expensive)
2. We have over 150 npcs that would be too crazy, 2d cut outs works in games with only a handful of NPCs.
3. Like you have suggested I like the idea of having animations and the bodies animate to express emotion, not just changing the face. This is especially important since we don't have voice acting so being expressive is important..
Our animator is really excited about our animations so I'm sure he'd be excited to do different animations for expressions. We also think this would be neat to use for the player in multiplayer as well. So yeah all good suggestions thanks!
Jymaru wrote:1. What kind of NPC interactions you've enjoyed in previous games (does not need to be HM)
- Harvest Moon, Animal Crossing... anything that feels like they're talking to the player instead of at the player
- I like dialogue trees, like from Bethesda and Bioware games
- I like it where the NPC approaches you instead of vice-versa (a la Animal Crossing)
2. What kind of interactions you have not seen, but would be cool to implemented
- I can't really think of anything, sorry
3. Any examples of poorly executed or uninteresting NPC interactions in previous games for us to avoid
- Not poorly-executed, but I don't like being talked at by NPCs. An example would be pretty much any one-liner NPC a la the "arrow to the knee" guards from Skyrim
4. What NPCs in previous games have a special place in your heart and why?
- Most Animal Crossing villagers because they're just so fun to talk to. Most NPCs from HM too. Most NPCs who have inter-NPC interactions from Undertale as well, but most of the one-liners and talk-atters (ONION-SAN) I do not like in terms of their conversation unless they have good inter-NPC interaction
5. Any other comments, suggestions, advice etc for us
- Make the NPCs animate when they speak. Body language is important, it says a lot about a character
Thanks another round of good suggestions and things for us to keep in mind. It looks like Animal Crossing outranks HM in terms of how they do their NPCs, and boy does everyone love Animal Crossing Villagers. We also try to avoid one liners like you said. Sometimes it's hard to avoid since again writing is a lot of work and we do have a lot of NPCs, however we'll be mixing it up with longer conversations depending on the heart levels. However, something to keep in mid as well thanks again!