No one cares about an ordinary day in the life of NPC #37.

Great games are built on emotional investment, not just mechanics. If a character’s presence in the world feels passive, interchangeable, or irrelevant, they are dead on arrival—even if technically animated.

1. Ordinary is invisible

When everything about a character is “normal,” players instinctively ignore them:

  • They don’t have goals
  • They don’t cause friction
  • They don’t affect the world

This doesn’t mean every NPC needs to be dramatic or loud. It means every character must have a reason to be remembered.

If you can replace them with a signpost and nothing changes, they don’t belong in the game.

2. Case example: Undertale’s shopkeepers

Undertale is full of small NPCs, but none of them are “just there.” The shopkeeper is a tired bunny mom. The skeleton brothers are comedians and tragic figures. The ordinary guard has romantic tension with his colleague.

Each one breaks the mold of “just a role.” They have opinions, backstories, quirks. Even if they only say one line, that line sticks.

The player cares—because the world cares.

3. Narrative energy comes from tension

What makes a character worth caring about is not the amount of screen time, but the contrast they bring:

  • A coward in a world of heroes
  • A dreamer in a world of machines
  • A liar who tells one beautiful truth

“Flat” means no dramatic pressure. Memorable means some form of struggle or contradiction.

4. Design rule: Every NPC needs at least one hook

If you want players to care:

  • Give the NPC a want (even a silly one)
  • Put them in tension with their environment
  • Let them surprise the player at least once

No drama = no memory.


One-liner takeaway:
The player has a limited spotlight. Don’t waste it on someone with nothing to say.