Kieron O’Donoghue
← Ideas
Seedling

AI-Driven NPCs in Persistent Online Worlds

Most NPCs in games are static. They stand in the same spot, repeat the same lines, and reset when you walk away. I’m interested in what happens if they don’t — if the inhabitants of a persistent online world were genuinely alive in some meaningful sense.

The idea isn’t about AI designing the game. It’s about AI acting as the inhabitants of the world. The question I keep coming back to: how far could that go?

What these NPCs might do

  • Individual personalities — distinct temperaments, preferences, and ways of reacting, rather than one shared script.
  • Memory — remembering past encounters with players and with each other, so the world has continuity.
  • Relationships — forming friendships, rivalries, and alliances that change over time.
  • Their own goals — pursuing things they want, independent of any player being present.
  • Emergent stories and social structures — letting communities, conflicts, and reputations arise from those interactions rather than being authored in advance.
  • Dynamic reactions to players — responding to what players actually do, not just triggering pre-written branches.
  • Cultural content — potentially even creating music, performances, or other cultural artefacts inside the world.

Why it’s still an idea

This is a seedling. It raises hard questions — cost, consistency, how to keep emergent behaviour coherent rather than chaotic, and how much of this is actually fun versus merely impressive. I don’t have answers yet. For now it’s a direction I find genuinely interesting: worlds whose life comes from their inhabitants rather than from a script.