NPCs & Companions

Overview

 MMORPG’s have traditionally integrated NPC’s as little more than quest dispensers, static vendors, or generic backdrop entities that the players cannot even interact with in any meaningful way. Companions and hirelings in turn are essentially robots that follow basic commands given by the player and that is the general extent of their existence; they are just another couple of skills on the player’s hotbar and some extra auto-attacks.

The Open MMO Project aims to take NPC’s and turn them into a more dynamic and engaging part of the game; elevating the basic concept of NPCs into something much more through a series of systems and frameworks that function together with the broader game systems to deliver NPCs that:

have varied and distinct personalities
react and interact with the world around them as it changes
possess useful and contextual knowledge and dialogue trees
maintain individual reputations with each player character
– ability to be involved both in authored quest lines and dynamic quests in various ways
offer a variety of services that change based on conditions surrounding them
trade and participate in the economic systems of the MMORPG
– and more…

On the development side, NPCs should not each require extensive custom scripting to drive their function as this can’t be sustained at scale. Instead, every NPC will be assembled from modular and reusable identity, capability, knowledge, relationship, world-state, and decision-making components; with custom scripting and options available when needed for more complex and unique NPCs. These components will provide the data that the other game frameworks use to determine what the NPC knows, offers, wants, values, does, and how they respond to the world and players around them.

AI integration into the various NPC systems would in-turn make ‘individualized’ and dynamic NPCs at scale a reality; not by creating personas for each NPC and running them autonomously, but by interpreting each NPC’s defined identity data and utilizing it to simulate appropriate speech styles and patterns, reactions, variate phrasing and tone, and drive behavior that would be consistent with that NPC’s established personality data. This utilization of AI as a non-creative functional tool integrated into these frameworks with specific purpose will allow thousands of NPCs to behave with recognizable individuality while remaining coherent, predictable, and grounded within the wider game world.

NPCs

Because of the dynamic nature of the regions, zones, and settlements that make up the game world, NPCs in our MMORPG need to be able to change and adjust in functional and practical ways along with the environments around them; reacting to things like conflicts and invasions, shifting region and zone states, economic and resource conditions, local, national, and world events, and more. Additionally, they should be far more dynamic and immersive compared to what other MMOs have delivered; having routines, distinct personalities and speech styles, useful and contextual dialogue and knowledge, etc. They also need to serve as a part of the player progression system, unlocking access and content behind a number of interconnected systems such as: reputation, attributes, skills, factions, rebirths, quests and more…

Finally, all this functionality for NPCs needs to operate efficiently at scale; in such a way that extensive manual scripting for each NPC is not required. This will allow initial development to be done in a reasonable timeframe, and also ensure continued expansion of content can be achieved without unsustainable manpower efforts.

To achieve all these goals, our aim is to integrate NPCs into a variety of existing and specifically tailored frameworks and systems that will deliver the NPC function and experience across the game world in a cohesive and efficient manner with relative autonomy.

Existing System Integrations

NPCs will share the same attributes, skillsdamage, effects, magic, and similar frameworks that governs player characters and mobs within the game; making combat and skill interactions easy to understand and consistent across all areas.

Whether farmers, kings, merchants, bandit leaders, hired mercenaries or companions, all will operate on those same common frameworks and have defined attributes and skills, and be subject to the same game mechanics when in combat, traversing terrain, etc.

This doesn’t necessarily mean all NPCs can be ‘killed’ permanently per-say or NPCs will be attackable by players within settlements, as there will be NPC’s that need to have varying levels of continuity protection in order to maintain authored quest lines, training and service avenues, economy function, faction and civilization integrity, etc.

The Reputation and Renown framework, the Access and Requirements systems, and other shared game frameworks integrate closely with the NPC systems as well as the Faction and Guild framework, to determine how the NPC reacts and views the player character. These systems influence far more than whether an NPC or faction is friendly or hostile; they affect things like dialogue, prices, services, training, quests, events, recruitment, access, and many other such interactions and content throughout the game.

The Quests and Events framework also integrates with the NPC systems closely, providing the potential of involving NPCs in both authored and dynamic quests and/or events where it would be plausible for them to be involved, without requiring each NPC to be scripted into every one manually.

Identity & Behavior

Identity and Behavior defines who an NPC is and how that profile shapes the way they act, speak, respond, and make decisions. Rather than every blacksmith, guard, farmer, or companion behaving like a generic copy or simply not having any real interaction capability, each NPCs identity is built from a composition of information such as: race, culture, profession, faction association, history, personality traits, responsibilities, relationships, current circumstances, etc. These elements create a base data set that other systems will utilize to deliver NPCs that act distinctly different from one another without requiring every action or conversation to be manually created.

Identity provides the factual foundation for each NPC. It establishes where they come from, what groups they belong to, what work they perform, what experiences have shaped them, their personality, and what obligations or priorities they currently hold. The Behavior system takes that information and uses it to determine how the NPC acts and approaches situations. A cautious village healer, an ambitious military officer, and a stubborn Dwarven smith should not all respond to the same request, danger, or opportunity in a similar manner, as an example.

The framework does not assign NPCs a single behavior profile or inflexible personality label. Instead, it provides a collection of data that is used to determine potential actions and responses which other systems can use and evaluate against the current situation. Their decisions and actions therefore emerge from the interaction between their identity and the world around them rather than from a predetermined list of scripted responses.

Developers and creators, when making a new NPC will be able to quickly fill out a ‘template’ of this identity information as a starting point, which will then be utilized by the corresponding systems to bring the NPC to ‘life’ without requiring manual scripting of dialogue, backstory, cultural and racial details, etc., although the system will still support customization of this type of data as desired or required for more complex NPCs.

World Integration & Continuity

World Integration & Continuity determines where an NPC physically belongs (or can belong) in the game world, what they spend their time doing, and how their place in the world can change over time and in response to events and change. NPCs are connected to settlements and cities, regions and zones, locations, workplaces, households, factions, routes, responsibilities, and other areas or groups that give their presence a practical purpose or explanation. This system facilitates each NPC to exist as ‘part’ of the changing world rather than as a static figure anchored in place.

An NPC’s daily ‘routine‘ is produced from these connections and their current circumstances. Their profession, responsibilities, needs, available locations, local schedules, and relationships help determine where they should be and what activities are appropriate at a given time. A smith may work at a forge, collect supplies, visit a market, return home, or assist with settlement repairs depending on current needs. These routines are assembled through shared rules and reusable activity options, allowing large populations to behave coherently without requiring every NPC’s day to be individually coded.

Another important aspect of this framework is that it provides the functions for NPCs to respond to changes in the world; war, occupation, resource shortages, damaged infrastructure, faction orders, dangerous conditions, or the loss of a settlement may cause an NPC to close a service, change duties, perish, seek shelter, evacuate, relocate, become displaced, join a military force, or operate in secret. Their response is shaped by their identity, capabilities, relationships and obligations, in combination with defined parameters of what they are allowed to do and where they are allowed to go; so different NPCs will react very differently to the same event while still behaving in ways that make sense.

The Continuity system ensures that these changes do not leave NPCs or important world functions in broken or contradictory states. If a less-critical NPC is killed, captured, promoted, relocated, or otherwise removed from their normal area, their personal history and relationships remain meaningful while their former responsibilities may pass to an apprentice, replacement, family member, faction member, or another appropriate character. In some cases, no replacement may be available and the associated service or role may remain absent until the settlement or community recovers and a new NPC takes their place. This allows conflict and condition states in regions and zones to maintain tangible consequences in response to events while preserving a believable and functional world.

To facilitate the differentiation of continuity between NPCs, each will belong to one of three continuity tiers, which determine how freely they can be removed from the world and what systems are required to preserve their role or function:

  • Standard — NPCs without special continuity requirements, replacement conditions, or restrictions.
    Standard NPCs have limited individual continuity and may include merchants, soldiers, farmers, townsfolk, craftsmen, and many other members of the general population. They may die or otherwise be removed through quests, events, conflicts, or other world activity without significantly affecting the overall state of the game. Their removal does not require the game systems to find or create another NPC to assume their role or function.
  • Persistent — NPCs with defined removal, replacement, and continuity conditions..
    Persistent NPCs are more important individuals whose personal history, current state, location, and long-term consequences are maintained. This tier may include core trainers and vendors, ranking military or faction officers, nobles, lords, companions, and similar NPCs. The circumstances under which they can die or be significantly altered within the game are controlled, and replacement conditions ensure that the roles or functions they perform would be assumed by another appropriate NPC shortly or immediately upon their removal.
  • Protected — NPCs whose removal, replacement, and continuity conditions are restricted to specific major authored events.
    Protected NPCs are critical to major quests, factions, events, or other world systems and cannot normally be killed or permanently removed through ordinary conflicts or dynamic events. Military commanders, faction leaders, royal figures, major protagonists, major antagonists, and similarly important characters may belong to this tier. Their state may only be significantly altered, or their characters removed from the world, through specifically authored events with clearly defined consequences and one-to-one replacement conditions. A raid event at the culmination of a large-scale invasion involving the defeat and destruction of a notorious Orcish warlord who led the invasion would be an example of a Protected NPC and the situation involving their demise and removal from the game. 
Knowledge, Memory, & Dialogue

The Knowledge, Memory, and Dialogue framework determines what an NPC can reasonably know, what they have personally experienced, and how that information is expressed during interaction.

NPCs (generally) draw from a universal pool of information rather than static scripting; that information however, is restricted at an individual level. Their available knowledge is shaped by Identity and World Integration data such as profession, culture, location, faction, education, history, responsibilities, and access to local or organizational information. This ensures that NPCs speak from believable perspectives based on their history, culture, current state, etc. Each NPC won’t behave as though they know everything happening in the world, and on the flip side, they also won’t behave as if they know nothing that’s going on around them.

A farmer for example should know about local information involving farming: crops, weather patterns, beasts, economy, etc. But they are not likely to know much about foreign conflicts, politics or magic (although based on their history and past experience it would be of course possible they might…). An archmage of the Imperian Magic Guild on the other hand is probably going to know a lot about politics, magic and foreign conflicts, however very little (if anything) about the local crops, beasts, economy, etc. Both NPCs draw from the same universal knowledge ‘pool’ as it were without individual scripting, but the information that each ‘knows’ and can be presented in dialogue and interaction options is curated to their Identity and World Integration contextually.

Knowledge represents information the NPC may already possess through their background and current role, while memory records experiences that have occurred in the active game world specific to that individual. An NPC may know the history of their settlement, the practices of their profession, or the public goals of their faction, while also remembering that a player once helped them, deceived them, failed a task, or shared sensitive information. These memories can influence later dialogue, trust, access, requests, and reactions without requiring every possible interaction to be written as a separate scripted branch.

Dialogue trees are generated from this permitted knowledge and memory, then further shaped by the NPC’s identity, personality, relationships, current circumstances, and the character they are speaking with. The system determines which subjects and knowledge the NPC CAN discuss, what they are WILLING to discuss with the player based on reputation and circumstances, and which responses or questions are applicable based on what they know.

The Dialogue system also ensures that any NPC, from village boy to Elven king, has a variety of conversation options and branching trees a player can delve into should they desire too; more knowledgeable and experienced NPCs would have thousands of lines of dialogue potentially available to players spanning multiple topics and subjects… Providing the player character’s reputation was high enough for the NPC to discuss them at length of course. 

Capabilities & Services

Capabilities & Services defines what an NPC is able to do and which of those abilities they can currently offer to players, other NPCs, factions, or settlements. NPCs are not assigned rigid identities such as “vendor,” “trainer,” or “quest giver.” Instead, they possess capabilities based on their profession, skills, statistics, equipment, authority, knowledge, and responsibilities. These capabilities may then be exposed as services when the required circumstances are present.

A blacksmith, for example, may be capable of repairing and producing equipment and items, fulfilling military orders, teaching smithing and mining skills, and selling goods. Not all of those functions need to be available at all times. Access may depend on available materials, functioning infrastructure, workload, local security, faction control, the NPC’s health, and their willingness to deal with a particular character. This allows services to respond naturally to the state of the world rather than remaining statically active.

The framework also separates an NPC’s personal capability from the role they perform within a community or organization. An experienced healer may possess advanced medical knowledge but currently be out in the field at the back lines of a military campaign, limiting what they can offer the public. A skilled miner may provide gathering work for a faction, supply information about local veins, or train an apprentice without operating as a conventional merchant. The same underlying capabilities can therefore support economic activity, settlement function, quests, faction responsibilities, and direct player interaction.

Additionally, services are assembled from reusable definitions that specify what the service provides, what resources or facilities it requires, who may access it, and what conditions alter or disable it. These definitions can be added to appropriate NPCs without re-scripting every interaction. The result is a scalable system where NPCs contribute meaningfully to the world through what they can actually do, while the services available to players remain consistent with the NPC’s abilities, circumstances, and place within the wider economy and society.

Companions & Hirelings

Companions and hirelings are persistent NPCs who form an ongoing association with a player character and may accompany them through exploration, combat, quests, travel, gathering, and other activities. They are not treated as extensions of the player’s hotbar or as simplified entities operating under separate rules; they retain their own abilities, personality, priorities, history, and place within the world like other NPCs.

A companion’s effectiveness depends not only on their individual capabilities, but also on how well the player understands, directs, supports, and develops them. Players provide broad leadership and direction rather than manually controlling every action. The companion interprets those directions through their skills, current awareness, personality, morale, relationship with the character, and the circumstances surrounding them. A trained soldier may understand and execute more complex battlefield directions reliably and quickly, while an inexperienced guide, frightened hireling, or fiercely independent veteran may be slower to respond, if they do at all.

Companions may join a character through many of the same social and world systems that govern other NPC interactions. Some may be hired temporarily for payment, recruited through factions or organizations, assigned as part of a military or civic responsibility, encountered and gained during quests or events, rescued or aided during exploration, or persuaded to join after a longer history of shared experiences or in pursuit of a common goal. Becoming available as a companion does not automatically mean that an NPC will agree to serve every character. Recruitment depends on things like reputation, faction membership, attributes, skills, prior actions, payment, personal circumstances, or other Access and Requirements conditions.

Different forms of companionship may carry different expectations. A hired guard may remain only for the agreed contract and require regular payment. A faction-assigned scout may answer partly to their organization rather than solely to the player. A different companion may remain through the entire lifetime of the character, because of trust, shared purpose, or personal loyalty. These differences emerge from the NPC’s identity, memory, obligations, and recruitment circumstances rather than requiring an entirely separate category of companion logic.

Leadership & Control

The Leadership & Control framework determines how players direct companions and how those companions interpret and carry out their instructions. Control is intentionally based around more broader orders, priorities, and tactical direction, rather than micromanagement of each individual action, which seems to be the norm in many traditional MMORPG’s. Players may instruct companions to do things such as: defend or hold a position, protect a particular ally, engage a specific target, remain concealed, provide healing or support, gather nearby resources, scout an area, and more…

These directions establish intent rather than prescribing every movement or ability. The way each companion will follow said direction depends on a variety of factors such as their skills and capabilities, current resources such as health, morale and stamina, environmental conditions, and personality. A companion ordered to protect an injured ally might rush to intercept an attacker, apply defensive buffs to them, use skills to draw Threat, provide healing, or attempt to control attackers with roots, fears, charms, stuns, or other effects… Depending on what they are capable of doing.

This allows companions to act with practical independence while remaining responsive to the player. They should not require constant micromanagement to perform functional actions, nor should they behave unpredictably or ignore direction. When a companion cannot carry out an directive, the cause should be understandable: they may lack the necessary skill, be unable to perceive the target, be affected by conditions such as stuns, roots or low Morale, be unable to traverse the necessary terrain or environmental hazard, not have enough Stamina, etc.

Player Statistics and Skills further influence companion control without turning it into a simple ‘obedience’ roll. Charisma and Spirit affect the character’s ability to communicate intent, motivate others, establish confidence, gain cooperation, and maintain cohesion during fear, pressure, confusion, or deteriorating battlefield conditions. The Leadership skill builds on those foundations and allows a player to directly develop their character’s ability to better control and manage not just a single companion but more than one, as well as enable larger group sizes, access various leadership and morale oriented skills, and more…

A leadership-focused character may therefore be better at coordinating several companions, maintaining their Morale, communicating more complex priorities, and recovering control when a situation begins to collapse. This does not make lower-Charisma, lower-Spirit, or non leadership skill developed characters incapable of using companions; instead it gives leadership-oriented characters a clearer advantage in difficult, larger-scale, or more complex situations while preserving useful companion functionality for all players.

Control of companions also supports configurable and modularized standing ‘instructions’ that reduce repetitive commands. A player could establish priorities such as protecting the most injured group member, negating debuffs when they affect the player character or an ally, conserving resources, maintaining stealth unless discovered, or retreating when Morale or Health reaches a specified state. These instructions provide boundaries for companion decisions while allowing them to react intelligently within those limits. Higher Leadership skill will permit a greater number of instructions and unlock additional options as well, providing further definition to leadership-oriented characters vs. those that choose other paths.

Training & Development

The Training & Development framework determines how companions improve over time through the same Statistics, Skills, equipment, training, and experience systems used by the player characters. Companions do not gain arbitrary follower levels or unlock abilities simply because they have remained with a player for a set amount of time. Their development reflects what they practice, which trainers or mentors they can access, what equipment they use, and which opportunities their history and affiliations make available.

Each companion begins with capabilities appropriate to their identity and past experience. A former soldier may already possess martial proficiencies, good discipline, and other relevant skills. A wilderness guide may have developed scouting, survival, tracking, and ranged combat skills. An apprentice healer may possess basic herbology and medical or magical training but still require mentorship before advancing into more difficult techniques.

Players can help direct a companion’s development but do not freely redesign them into any desired role. Training remains subject to the companion’s Statistics, existing Skills, culture, affiliations, personality, and practical access to instruction. A companion with insufficient Intelligence and Dexterity may not be suitable for advanced arcane study, while a strongly martial companion may be unwilling to abandon their established proficiencies to pursue unrelated avenues. This preserves the companion as an individual rather than treating them as an empty build template.

Companions improve through active experience and, where appropriate, offline training or assigned work. A companion regularly involved in combat may develop weapon proficiencies and defensive Skills. One assigned to assist a crafter may advance suitable professional abilities. A scout sent to patrol or gather information may improve relevant scouting, survival, or navigation Skills. Development therefore follows what the companion actually does rather than a generic allocation of follower experience.

Access to new Skills and higher Skill tiers will generally require the same types of conditions that apply to player characters:

  • sufficient Statistics or prerequisite Skills;

  • acceptance by a trainer, mentor, faction, or institution;

  • Reputation or affiliation requirements;

  • access to books, relics, equipment, facilities, or other learning methods;

  • completion of relevant quests, duties, or demonstrations of capability.

The player may arrange, fund, recommend, or participate in this training, but the companion remains the one that is actually learning and developing in those areas. Some mentors may agree to train the companion because of the player’s Reputation, while others may judge the companion independently or require both characters to meet different conditions.

Equipment also forms an important part of development. Players may provide weapons, armor, tools, consumables, and other items suited to the companion’s capabilities, but equipment requirements remain enforced normally. Giving a companion a powerful weapon does not make them skilled enough or physically capable of using it effectively. Appropriate equipment expands and supports what the companion can already do, while training allows them to use more advanced options over time.

A companion’s development can also affect their broader place in the world. Increased skill, experience, Reputation, or authority may allow them to assume new responsibilities, gain recognition and rank within a faction, provide improved services, and more… In some cases, this may create avenues where they need to choose between remaining an active companion and pursuing an alternative elsewhere. The World Integration & Continuity framework determines how those changing responsibilities affect their availability, location, and long-term role.

The purpose of companion development is therefore not to transform followers into interchangeable optimized units, rather it is to allow players to invest in recognizable individuals whose capabilities grow through shared experience, training, opportunity, and meaningful choices while preserving the identity and limitations that made them distinct in the first place.