“I think the game is kind of a conversation about the cycle of violence, and I think as you play through the game, it becomes clear that the pursuit of vengeance has tremendous cost, not only against the people you’re exacting vengeance on, but on the player themselves,” Newman explains. “And I think one of the really interesting ways we’re playing with that is with our named NPCs. All of the human enemies in the game have names, and they’ll refer to each other by name when they’re co-ordinating, like when one is telling one to flank, or to search a building, and they’ll also react in anguish and call out each other’s names when they see one of their friends die." ... The naming system assigns each NPC a name as they spawn, when they’re born, rather than allowing them to choose random names when they call out to each other. This way, if you happen to die after killing Sean, for example, Sean will still be Sean when you load up a checkpoint and try again. “Originally we were experimenting with systems where they would be dynamically named as you played, but what we realised is that if you die, and then you respawned, then if the guy in the hat was Lee before and he’s Stephen now, that’s not great,” Newman tells me. “There’s a lot of really interesting things under the hood, but it’s an extraordinary technical accomplishment to have these named NPCs. When we first came up with the idea, we thought it was this ridiculous pipe dream, but we decided to take it on and they figured out a way to make it work.” https://www.vg247.com/2019/09/26/last-of-us-part-2-hands-on-preview/ Nema nista od Wiki-a za za svakog NPC-a.