try and balance this
they talk about how they're trying to model different houses and different buildings and locking them behind the NPCs profession, which should be basic stuff but is harder if youre doing all of this proccedurally generated, basically the house should reflect that the person inside is a farmer or a fabric merchant, or a armoursmith etc. etc.
They talk about their
crowd system that tries to keep in memory NPCs schedules, based around their work and their status as well as their disposition and immediate goals, basically a more robust version of Oblivion NPCs, this shouldn't be that exciting except that aside from Oblivion, nobody else really does it, even Bethesda killed their NPC schedules in the later games. They also talk about how NPCs exist outside of Towns and how those are still kept in the world.
After this they
talk about the conversation system, and how the NPC characteristics directly affect their manner or speech, their current place in the world and their disposition. This is the bit that has me a lot more interested and shows how deep they are taking their RNG as they show the table of possible traits NPCs can have and it's quite expansive, with their conversation system being expansive. The only problem for me in all of this, is that the NPCs talk like retards trying to cosplay old timey Middle Ages stooges, it's really silly.
Here is that said chart.