About the NPCs in Majora's Mask...yeah, I don't expect that much from them anymore, but I did in the beginning. When I first started playing the game, the NPCs seemed so alive. They all had routines that changed with each new day, and I thought that was really neat. However, as I play I find the stories are getting simpler. I expected that to happen since it's just a computer program after all, but Nintendo could have delayed that feeling by throwing in some more complex characters later on. So far, it seems like each new area has less complexity in this respect:
- In Clock Town many characters have a schedule: You can follow many of them around on their daily routines if you want. Just recently I caught Kafei running from one part of town to the other on the first day. Stuff like that makes the characters seem like they have a purpose. They don't just stand around waiting for you to talk to them, stuff happens to them even if you're not there.
- In the Southern Swamp Koume gets lost, and if you don't rescue her fast enough, Kotake goes looking for her.
- A few different things happen to Cremia and Romani during the three days as well.
- In the mountains, nothing really changes unless you make it change.
- So far, the same is true for Great Bay, but I haven't studied it that closely yet.
Anyway, I didn't really expect plots filled with twists and intrigue...it's just that the game starts out really strong with this concept of NPCs that have lives of their own during the three days, but as you open new areas they revert to more traditional "stand in one spot" type characters and that was disappointing to me. It's still a great game, though.
They definitely seem to be putting a lot of effort into animation for Twighlight Princess. I appreciate it, but it's also cool to see how much designers were able to squeeze out of animation in older games. Going even further back than Majora's Mask, I remember the Final Fantasy games pulling off a lot of emotion with such simple, tiny animations. Just the pace at which a character walked could be used to tell you something about his feelings.