NPC from Dragon’s Dogma 2 can enter into a relationship and even fight each other for the attention of the player

Dragon’s Dogma 2 is no longer around the corner, and the IGN portal continues to share new details about its incredible monsters, systems and professions. The creator of Hideoaki Itsuno told reporters of the portal about a number of new features of the NPC system in Dragon’s Dogma 2, including the one that can lead to the fact that the NPC will fight each other because of the player’s character.

In the first Dragon’s Dogma there was a system "pawns", Where players could create a NPC assistant who will follow the player in the world, fight with him and help in completing tasks. Then the player could supplement his party with two additional pawns borrowed from other people playing online, who appeared with their skills, characters and knowledge about the tasks they performed in the relevant games. When the pawns are not in the player’s party, they fill the world of Dragon’s Dogma, wandering along the roads and cities where they can be hired at any time. It was a strange and unique system that helped to feel the world full, although sometimes a little robotic.

In Dragon’s Dogma 2, this system returned. But since then, Capcom has had a lot of time and technology to improve this system. Itsuno said he wanted to create "Correctly detailed NPC", And in the end, it appeared in the world "Funny number of people", And he tried to create a system in which the characters behave as if they have goals and they make decisions in the world, regardless of what the player is doing. One of the noticeable improvements was that now the NPC can not only be attached to the player, as it was in the previous game, but also feel affection for other NPCs.

For example, if you find a couple of friends, then, having hit one of them, the other will also be angry with you. Or if you do something good for the child, the parent can thank you and love you even more. This is what I mean by the relationship between NPC.

But the relationship between NPC and players can also be improved. Itsuno noted in a conversation with journalists that although the team is still finalizing this function, the NPC in Dragon’s Dogma 2 can even fight because of the player if they perceive another NPC as a threat.

The character who got closer to you can come to your home to spend time with you, but if he meets another character there, who did the same, a fight may begin. Personally, we created this system because we wanted to be able to say: "Enough, don’t quarrel because of me!". It may be better if your readers go through the game, trying to avoid such cases.

In the same connection, we should expect improvements in creating characters and their customization, both for the player and the appearance of the NPC themselves. Itsuno said that the editor of the characters in the game was improved to allow a large level of detail and customization, due to the improvement of hardware performance compared to the previous game.

Further, Itsuno talks about improving the technology of photogrammetry, which allows you to scan real objects in 3D, and then create a game graphics that looks like a real, for example, human face. The team wanted to use this technology that allows you to strongly customize the character and at the same time allowing players who do not have great art, to create faces who look good. That’s what decision they came to:

The first idea was to scan about a hundred human faces, and then use them as a basis for creating characters. Real data that serving the basis made it possible to easily create realistic persons if absolutely ridiculous values ​​to apply to them. Another thing we did is to simplify the creation of a basic face that you will be directly edited. Choosing a face that seems to be the most acceptable of all the proposed, you get other opportunities based on this person. Repeating this process of choosing the best of the group, you can get closer to the type of face that you like. After that, you can independently make final adjustments, which gives us a system in which you can do whatever you want, and does not require everyone to be an artist. If you can manage really detailed settings, then such a perfectionist like me can spend several hours and not finish creating a character.