Consistency in Characterization

Giving the NPC inhabitants of our worlds personalities, likes, dislikes, and all the other necessary ingredients for them to “live” in the world can tremendously enhance immersion. It can also do more harm than good when we forget to pay attention to consistency. I’ll provide a couple examples to make this clear.

Goblin warriors deep within the enchanted forest have less than impressive intelligence. If one were to demand the shoes off your feet, it might say, “gives me those feetses or makes you mince meatses!” Mean bastard, but at least he can rhyme.

Now suppose there are some more goblin warriors at the other end of the forest, who happened to be populated by another designer. When one of those wants your shoes, it demands, “Hand over your shoes or I shall cut them off your stiffening feet.”

The goblins look the same, are in the same general area, and have the same name, but they act completely differently from one another. If this happens without explanation (for example, the westerling goblin warriors have gained wisdom from an unknown magical source), it is a bad thing.

Another example: Let’s say Jinwarthans, an ancient yet technologically advance race, suffer a deathly allergy to an uncommon metal called Relac. Oddly, on the planet Draelon, Jinwarthans are present in their normal gear despite Draelon’s abnormally high concentration of Relac ore. Looks like one of your designers didn’t read up on the Jinwarthans.

This applies in many situations. The kingsguard should all wear similar outfits. People should have regional dialects. Cultures should have similar tastes in food. A single character shouldn’t switch from sewer cockney to upper-echelon pompous speak. You get the picture.

These examples may seem extreme, but I’ve seen similar cases in many MMOs. It is very important to remain consistent with NPC characterization. Doing so will add great depth and flavor to a game, but doing so halfheartedly can have a great negative impact on suspension of disbelief and immersion (even if it’s a subconscious impact).

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