Skip to content

NPC Product Principles

Part of NPCs World Verbs Rewards and Living World


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.