Gez said:
Despite all their attempts at presenting an immersive and consistent universe, the developpers still don't like to feature "unnecessary" (for the plot) characters or items.
You're asking for verisimilitude, not consistency or immersiveness.
You need to apply the 'Princess Bride' theory, here. In the book version of the Princess Bride, the author describes how his Grandfather read him the Princess Bride when he was sick, and how it was his most cherished story. So when he grew up, he decided he would translate it and release it in the US. The joke of the book is that it's supposed to be his translation of an actual European novel...and that when Goldman got the original text, he discovered that his grandfather had been reading him the 'good parts' version. That is, his grandfather had skipped over details of the original that were boring or added nothing to the story for a 10 year-old boy (such as the 200 page chapter on wedding prepartions).
The point I'm working towards is this: what do you gain from adding such elements in? You incur a lot more usage in both resources and time from the developer, but is the minor return in believability worth the effort expended? Should creating 100 more NPC models, dozens more locations and useless discussion chains and dialogue actually enhance the player experience? I don't think it necessarily does. I don't need to see a privy in every house, and I don't want to have to bother with every little detail to enjoy such a game.
Gez said:
This result in strange worlds, where it is a good idea to go bother everyone with your chit-chat, because everyone has important clues to tell you; even if you have to break in their homes for that. Is there a game where you can knock on Random NPC's door and wait for him or her to open? If so, I haven't seen it. Also, every item you can pick up is useful, and if no merchant want it, then you'll surely need it for a quest or another.
Not all games support this style of play, of course, and some actively discourage it. One of the very first things that the NWN community developed was different ways to enforce NPC disgruntlement with character looting. It's a console and computer RPG trope, at this point. Some games include it because players expect it.
That said, the question has to be asked again: what are you gaining from adding this level of detail? In Ultima IV, I remember being frustrated that I had to talk to every last NPC, asking them a dozen questions until I found the right one with something to contribute. Having lots of useless NPCs didn't enhance the game there, it merely made it tedious and artificially extended the game. It
wasn't FUN.
And again, much of the NWN player community supports the sort of game you're looking for...but again, I'm not sure that it's really that great of a thing. Walking around the city in the first chapter of the original NWN campaingn, my friends and I quickly got tired of the useless chatter from some of the NPCs. They wasted our time to no real point. Two or three NPCs compaining about being evicted from their homes during the plauge is fine. By the twelfth NPC with nothing more than that to contribute, though, tedium sets in. NWN also features lots and lots of useless junk you can pick up. Again, you end up ignoring such things, because they don't contribute to the main game. The same thing applies to Final Fantasy 7 or Final Fantasy: Crystal Chronicles, IME. "
Oh, Look! More....spring water. Grrr." "
Oh, look! The chest had a bottle of ale.....Grrrr."
All CRPGs are doing is focusing the light on some of the tropes of a regular RPG, and then (by their nature) highlighting them when they cannot shift gears like a DM can. In a typical D&D game, you don't talk to every NPC in town...just the ones who directly influence the plot or offer a service you need. The main difference in a CRPG is that you can transparently tell who those people are. For a DM, the mention "You pass by a field with twelve peasants working there." takes no more resource than saying there are none, and the DM can change everything to accomadate a change...CRPGs don't have that luxury.
I understand what you're getting at, but my expeience has shown me that what you're asking for doesn't necessarily translate into a better game...just a more tedious one.