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* ''VideoGame/{{Shenmue}}'' was one of the first 3D examples of this.

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* ''VideoGame/{{Shenmue}}'' was one of the first earliest 3D examples of this.
this. The original game takes it UpToEleven in that ''every'' character, no matter how ancillary to the story, has their own special routine for each day. The sequel downplays it in the sense that named characters still have a routine, but nameless "filler" characters no longer do, and many of the same pedestrians can be spotted both in Wan Chai and in Kowloon.


* Along with ''Oblivion'' (from the same company), very well done in ''VideoGame/{{Fallout 3}}''. Stand around a town long enough, you'll see people doing chores, going to eat, sleeping, etc.


NPC schedules, alongside adaptable AI, is one of the hallmarks of the ImmersiveSim genre.

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NPC schedules, alongside [[VideoGameAI adaptable AI, AI]], is one of the hallmarks of the ImmersiveSim genre.


* ''VideoGame/TheElderScrollsIVOblivion'' - Oblivion introduced "Radiant AI", a formalized system for NPC behavior. While seemingly just a marketing gimmick that didn't live up to the hype, its true value is understood by PC modders who also implement [=NPCs=]; it formalizes NPC behavior configuration where previously in Morrowind it involved a kludge of the scripting system. Similarly, ''VideoGame/TheElderScrollsIVOblivion''[='=]s "Radiant Story" system formalizes and expands the system that was previously a huge monster of a script system that governed random encounters in Fallout 3.

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* ''VideoGame/TheElderScrollsIVOblivion'' - Oblivion introduced "Radiant AI", a formalized system for NPC behavior. While seemingly just a marketing gimmick that didn't live up to the hype, its true value is understood by PC modders who also implement [=NPCs=]; it formalizes NPC behavior configuration where previously in Morrowind it involved a kludge of the scripting system. Similarly, ''VideoGame/TheElderScrollsIVOblivion''[='=]s ''VideoGame/TheElderScrollsVSkyrim''[='=]s "Radiant Story" system formalizes and expands the system that was previously a huge monster of a script system that governed random encounters in Fallout 3.


* ''VideoGame/TheElderScrollsIVOblivion'' - Oblivion introduced "Radiant AI", a formalized system for NPC behavior. While seemingly just a marketing gimmick that didn't live up to the hype, its true value is understood by PC modders who also implement [=NPCs=]; it formalizes NPC behavior configuration where previously in Morrowind it involved a kludge of the scripting system. Similarly, Skyrim's "Radiant Story" system formalizes and expands the system that was previously a huge monster of a script system that governed random encounters in Fallout 3.

to:

* ''VideoGame/TheElderScrollsIVOblivion'' - Oblivion introduced "Radiant AI", a formalized system for NPC behavior. While seemingly just a marketing gimmick that didn't live up to the hype, its true value is understood by PC modders who also implement [=NPCs=]; it formalizes NPC behavior configuration where previously in Morrowind it involved a kludge of the scripting system. Similarly, Skyrim's ''VideoGame/TheElderScrollsIVOblivion''[='=]s "Radiant Story" system formalizes and expands the system that was previously a huge monster of a script system that governed random encounters in Fallout 3.



*** All these behaviors also apply to Skyrim, which is built on a more advanced version of the same engine.

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*** All these behaviors also apply to Skyrim, ''Skyrim'', which is built on a more advanced version of the same engine.


* The first two ''BreathOfFire'' games had this. A notable demonstration of this is in the first game, where you had to wait until nighttime to enter the village tower (the guards would block the entrance otherwise) to acquire the Earth Key.

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* The first two ''BreathOfFire'' ''Franchise/BreathOfFire'' games had this. A notable demonstration of this is in the first game, where you had to wait until nighttime to enter the village tower (the guards would block the entrance otherwise) to acquire the Earth Key.


* All of the [=NPCs=] in {{Infocom}}'s ''Deadline'' (published back in 1982) had schedules; [[TrialAndErrorGameplay figuring these out]] so that the PC could be in the right place at the right time to gather evidence was a big part of the challenge.

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* All of the [=NPCs=] in {{Infocom}}'s Creator/{{Infocom}}'s ''Deadline'' (published back in 1982) had schedules; [[TrialAndErrorGameplay figuring these out]] so that the PC could be in the right place at the right time to gather evidence was a big part of the challenge.


* Several of the ''DragonQuest'' games had this, particularly the later ones (#8 comes to mind).

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* Several of the ''DragonQuest'' ''VideoGame/DragonQuest'' games had this, particularly the later ones (#8 comes to mind).

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NPC schedules, alongside adaptable AI, is one of the hallmarks of the ImmersiveSim genre.


* ''Franchise/{{Ultima}}'' has been doing this since 1988 at least. ''VideoGame/UltimaV'' was the first one in the series to have it, but since then it became a series staple.

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* ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' has been doing this since 1988 at least. ''VideoGame/UltimaV'' was the first one in the series to have it, but since then it became a series staple.


* The HarvestMoon series - All characters have certain schedules set that they'll adhere to for certain days and times. Certain characters can only be found manning a shop on the shops open days, then found wandering around town when it's closed, for example.

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* The HarvestMoon ''VideoGame/HarvestMoon'' series - All characters have certain schedules set that they'll adhere to for certain days and times. Certain characters can only be found manning a shop on the shops open days, then found wandering around town when it's closed, for example.


* ''VideoGame/MagiciansQuestMysteriousTimes'' is a bit like a hybrid of VideoGame/AnimalCrossing and HarvestMoon's scheduling--the characters do wander somewhat randomly (like they do in VideoGame/AnimalCrossing), but, like HarvestMoon, they have specific places where they're likely to be at certain times of the day. One character, for example, might practice magic at the ruins most afternoons, but spend most evenings by the beach.

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* ''VideoGame/MagiciansQuestMysteriousTimes'' is a bit like a hybrid of VideoGame/AnimalCrossing and HarvestMoon's VideoGame/HarvestMoon's scheduling--the characters do wander somewhat randomly (like they do in VideoGame/AnimalCrossing), but, like HarvestMoon, Harvest Moon, they have specific places where they're likely to be at certain times of the day. One character, for example, might practice magic at the ruins most afternoons, but spend most evenings by the beach.

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* ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' Shops are closed at night (except for the café) and the café has a different waitress at the weekend.


* The RuneFactory series - All characters wander around town and are found in their homes and shops at certain times/days.

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* The RuneFactory ''VideoGame/RuneFactory'' series - All characters wander around town and are found in their homes and shops at certain times/days.


* ''VideoGame/MagiciansQuestMysteriousTimes'' is a bit like a hybrid of AnimalCrossing and HarvestMoon's scheduling--the characters do wander somewhat randomly (like they do in AnimalCrossing), but, like HarvestMoon, they have specific places where they're likely to be at certain times of the day. One character, for example, might practice magic at the ruins most afternoons, but spend most evenings by the beach.

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* ''VideoGame/MagiciansQuestMysteriousTimes'' is a bit like a hybrid of AnimalCrossing VideoGame/AnimalCrossing and HarvestMoon's scheduling--the characters do wander somewhat randomly (like they do in AnimalCrossing), VideoGame/AnimalCrossing), but, like HarvestMoon, they have specific places where they're likely to be at certain times of the day. One character, for example, might practice magic at the ruins most afternoons, but spend most evenings by the beach.

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