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I have a problem with it. While it's not a quest, it's still requiring there to be something the player can do that'll affect the big picture. Basically, just a quest on a smaller scale.
What's wrong with affecting the big picture? I LIKE affecting the big picture, I just don't want it to be such that by the end of the game everyone loves me because I've helped them out so much. At least with the woodcutter example, you're affecting the world in a logical but unexpected way...unexpected in that you don't HAVE to interact with him, but if you do help him or kill him or whatever, things happen because of it. It's like the ecosystem someone else mentioned, only taken to another level entirely. (Of course to be 100% realistic, NPC's would have to be born, age, and die, woodcutter's wife could maybe take up with another man, etc etc etc. Probably more bother than it's worth, and how are you going to see the whole lifespan of any given NPC unless you have a much longer lifespan than he does, which just feeds back into the "you're so powerful, do all these quests for me!" bit.)
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Because that's boring. In the distant past, I remember playing games with a day/night cycle where I couldn't do much at night. It was just boring down time. "So put some interesting game play at night." Well, then it just becomes "To get this quest/play this mini game/have this encounter/whatever, you have to stay up past your bed time", which makes it less atmosphere and more a hook into a quest/whatever, where we were looking for atmosphere.
Why does atmosphere have to be seprate from quests and important actions? Take the laundry example from my last post. If Mary says she always does laundry on Wednesdays, then that means she's gonna be home so you can't rob her house, however you could crash on her floor if needed. It also means you can steal her underpants from the clothesline on Wednesdays, if you particularly want to. So you steal her underpants, and people eventually find out about it, and pretty soon every time you walk into the local tavern, the townspeople point and laugh at you. Trivial event turned into a more interactive event that also adds atmosphere.
And sure, maybe washing dishes is boring. But people play the Sims all the time, where you have to wash dishes, and they seem to like it. (I personally loved the part in I think it was chapter 3 of Dragon Warrior 4, where you were playing the shopkeeper's assistant, and had to sell stuff and take the money back to the shopkeeper. It got old after a while, which is why it was good that you didn't have to do it for long, but it was just so different from what I expected that I adored it anyway.)
As for the day/night thing, you could always do like Castlevania 2 & make tougher monsters come out to hunt at night. Have some town residents who stay up late, and others who go to bed early...if they have patterns, you can learn who's best to rob when, or just who you'll be able to babble with at 3am. Also, make it much more likely that a thief will wander through the alleys trying to rob you. If you have an arch-nemesis, he could occasionally send henchmen after you at night, trying for surprise. (Side note: what about a part like in LOTR where the bad guys try to attack you while you're sleeping in your nice safe inn room? I know other games have done this, but what about if it wasn't some big scripted scene but just something that could happen in normal gameplay if you pissed a certain person off? And why is it so bad to run into baddies while recuperating in an inn, when you're only at half health or whatever? It happens all the time in D&D games, not to mention at least 1 Ultima game.)
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It's a classic example from a lot of games. There are NPCs in need of aid, direly, and they just stand there and twiddle their thumbs as you parade around them in your shiniest armor and elitest +5 weapon. Maybe they have an exclamation mark above their head, fine, but they still don't actually seek out help.
It'd have to be done carefully otherwise it'd get annoying as hell having some guy run up to you every 3 steps. I remember this beggar NPC in Ultima 6 I think it was, for SNES. He always accosted you just after you exited a certain building, and somehow managed to pretend to be Lord British while begging for money. And he got really REALLY annoying before long.
For that matter, why don't any of the NPC's seem capable of doing anything for themselves? (I'm thinking of Lufia 2 here, where the king has you go do tons of stuff even though he's got a bunch of soldiers. The game explains this by saying his soldiers suck, but if they suck that bad, how has the kingdom managed to stay in one piece all these years?) Why can't you ever ask them to do anything for you? ("Here kid, here's a few coppers. Go buy me a sandwich.") What if there was a guy who told you he was on a quest for some sword, and you went and got the sword for him, and he was actually annoyed at you for doing it because that was how he'd intended to prove himself manly?
Anyway, I'll stop rambling now. I know a lot of this stuff is either impossible to code or would take so long no one would want to bother with it, but someday I'd like to see games that do this kind of stuff. (Of course, all this could easily work in MMORPG's, however it'd require people to actually RP instead of just wanting high skills/levels and lotsa l00t.)