Screw it. If you kill a NPC they are dead. There are only a small handful of quests that are required so I just need to protect those NPCs. If you go around killing NPCs then it's less quests for you.
@grumpygamer will I roll credits if I kill anyone who gives a quest ?? Thus making a speed run ? ๐Ÿค”

@grumpygamer

You always got to kill the NPCsโ€ฆ.to see what happens. FOR SCIENCE

@grumpygamer Once I didn't want to code a system for managing respawning in-game resources so I just didn't. Pick too many apples? Damn buddy that's rough
@grumpygamer who would have thought that randomly killing NPCs without cause is a good idea? ... unless they are annoying buggers that is

@grumpygamer

That's how Dark Souls handles it.

Even rewards you for it sometimes.

@grumpygamer oh crap. will this have coop at some point? cause if so, i need new friends to play it with or we gonna run out of quests soon.
@grumpygamer Got it. I may not injure an NPC or, through inaction, allow an NPC to come to harm
@grumpygamer in the original Fable, you could break into people's houses at night and murder them in their beds. They would never respawn and were just gone after that. Not sure if it was a bug or designed this way, but I was basically able to depopulate every town in the game. It got lonely.
@grumpygamer have them come back later as ghosts and give you haunted quests!
@grumpygamer The only other valid reason to protect NPCs is when your game controls are designed in a way that makes it easy to attack by accident when you want to interact/talk instead. Which is of course the wrong solution to the problem. (I usually canโ€™t remember which controller button does what.)

@grumpygamer

That's what Tim Cain would have done, so it's objectively correct.

https://www.youtube.com/watch?v=OoJ6CDDfYiU

Player Agency

YouTube
@grumpygamer Looking forward to reading "Why Too Much Player Freedom In RPGs Sucks, And What We Can Do About It."
@grumpygamer Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!
@grumpygamer As long as the Talk and Attack button are not too close. (Clumsy fingers here)
@grumpygamer I love what Dragonโ€™s Dogma 2 does in regards to this. It moves all dead NPCs to a morgue, where they can be revived using a rare-ish consumable. Lets both the player and the world kill them, but doesnโ€™t break the playthrough: just gives the player an extra problem to solve.

@grumpygamer I'm picturing NPC death announcements as headlines in newspapers. Early Sim City style "Breaking news" reports spinning into view ๐Ÿ˜

"Shop-keep just died. The following resources will no longer be available for purchase. Good luck, adventurers!"

@grumpygamer โ€œI wonder if this quest is mandatory.โ€
(Kills quest-giver NPC)
โ€œI guess not.โ€
@grumpygamer I feel like you should come back later to find talking skeletons instead :)
@grumpygamer when this happened in Baldur's Gate 1 & 2, they had "Biff the Understudy" enter stage and awkwardly play the part of the murdered NPC
@grumpygamer
Some NPC deaths could unlock hidden quests for bad dudes... ๐Ÿค”
@grumpygamer @ramon_wilhelm Why bother at all? Most players know by now that indiscriminate murder is counter-productive.
https://www.youtube.com/watch?v=uQJXLqqKB1w
Indiscriminate Murder is Counter-Productive

YouTube
@grumpygamer ...and now you know some psychopaths will try to achieve a "serial killer/genocide" run:
Kill every single NPC and find a hack to still finish the game anyway.

@grumpygamer The NPCs were the friends we made along the way.

A very lonely way.

@grumpygamer a game where the optimal win condition was zero deaths is fascinating.