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Kingdom Come: Deliverance 2’s ‘follow NPC’ toggle should be mandatory in all videogames, with a jail sentence for developers not using it

Videogames—RPGs in particular—just love to make us go for a wander with an NPC. Whether it’s the tiresome MMO mainstay of an escort quest, following an NPC to a bandit camp where their mate’s being held, or simply sauntering down a road having a chat, we are expected to give up a significant chunk of our lives to this most mundane task. Which wouldn’t be that bad if NPCs walked at a normal pace. But they almost never do—because game devs delight in tormenting us. Presumably.

The consistency with which NPC and player walking speeds fail to match up suggests some sort of global conspiracy. Nothing else makes sense. It’s such a simple thing, you’d think, given that designers know that there’s always going to be a specific speed range that players are moving within.

(Image credit: Deep Silver)

Sure, you might have a sprint, or a sneak, and you might be able to control your speed more precisely when playing with a controller, but there’s still always a minimum and maximum speed. Yet so many games are filled to the brim with NPCs that willfully ignore this, walking or running at a pace that’s too fast for the slowest player speed and too slow for a faster one, making it impossible to match the NPC’s pace without constantly stopping and starting.


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