NPC Product Principles¶
Always¶
- NPCs remember the child
- Reading causes visible world change
- Progression rewards are deterministic
- Optional items are emotional keepsakes
- Drops come from people, not loot systems
- The house is a memory space
- Main story beats are authored
- Repeatable jobs are varied but grounded
- The learning engine chooses the educational need
- Godot visualizes the result
Never¶
- Coins · XP · shop prices
- Block story progression behind random drops
- Show drop percentages to children
- Make NPCs disappear after one task
- Turn the map into a level-select grid
- Make the house a catalogue of missing items
- Let random generation create emotionally important beats without review
- Let the client decide permanent rewards
Design statement¶
The player is not collecting prizes.
The player is becoming someone the world trusts.