What are the NPCs like?
The NPCs in Pseudo World are procedurally generated from a range of characteristics and pools of traits.
They have stats that represent their mood and personality, as well as relationship stats with the player and other NPCs.
If they are friends enough with the player, they can be recruited to join the player's party and become a Companion.
The Non Player Characters are meant to feel alive.
They go about their day, working, eating, resting, not waiting for the player to interact with them.
They react to the events around them, such as enemies, explosions, or fights.
They acknowledge and remember things the player did or said, to them or to people they know.
Companions
Companions are NPC's who follow the player, fight alongside the player, and take orders from the player. The player can have many Companions.
The player is encouraged to keep Companions happy, by maintaining basic needs (eg: food, social) and by doing actions the Companion likes.
Happy Companions are more effective in combat and can help with quests.
Unhappy Companions may not follow orders or may leave the party.
Companions regularly make comments about the situation based on their mood.
The Unique Selling Point
The NPCs and the companion system are Pseudo World's Secret Sauce: interacting with characters creates a unique story over the course of the game.
By layering the quest system and the NPC system, the game generates a series of connected events, causes and effects, stemming entirely from the player's choices.
A narrative emerges between the player and these characters, one which they (seemingly) recognize and react to.