This happens all the time in real life; and not just with water—with money.
But money is different. It is not a "Give me money or I will die, because I'm too weak to even stand up already".
If you can't stand up from thirst, you are at death's doors. You don't drink something soon, you will die in less than a day or so.
Also in my examples I didn't say they are lying, I meant they are really dying from thirst.
I thought it was clear with me mentioning the whole "The world has rules and people die from thirst", and the whole "people being desperate enough to kill and even die from that last bottle of water" part. But maybe I wasn't that clear.
My examples are based on the world building, if a game tells us that people die from thirst and you see someone dying from thirst, then a "yes or no" choice where there is no consequences (good or bad) is just that. A useless choice. An empty echo.
The yes and no choice is only good in a game when it has world building around it. The world tells us people die from thirst, you see a desperate person dying from thirst and refuse water to them, and they just sit there day after day after day... That makes it a spreadsheet "yes or no" case.
It is only important, good, immersive, well done, whatever you want to call it, if there is world building so that choice of "yes or no" actually does, affect, change, influence, whatever you want to call it something.
I doubt it...and why would he do that? If you say No, he'll forget you and beg from someone else. He'll see you the next day and beg again because he doesn't recognize you from the day before. If he gets nothing from anyone, he'll go get his drink from his stash of —probably many— water bottles (collected from all the people he's begged them from).
I know what you mean mechanically speaking... but it actually plays out more realistically that way... sad to say. By giving him alms, you incentivise him to stay there and keep begging; it becomes his primary occupation... because it pays. In practice, it plays out that he would stay there like nothing happened; and he will surely be there the next day doing the exact same thing.
I addressed this in the previous point. The NPC is really desperate and dying from thirst, it is not a scam artist or a beggar. Giving him water would save him, but without the world building where there is no consequences to not give him water, makes it a shallow choice.
A yes/no decision whose only practical value is in the satisfaction of the giving (or declining... depending on the PC's mentality); I don't see that there needs to be any closure or change after that. They know what they chose.
There is no satisfaction in choosing to save someone's life that is not in really danger of dying even if the game tells us they are. The game tells us this person is dying of thirst, and you refuse water, but he just sits there without anything bad happening. Then what's the point? My character might like to help people in need, but this NPC is not in need because nothing bad will happen to it even if you don't give him water.
I'm being artificially "good" by giving him the water. It's a hollow action, because without the world building, around what happens if you help him or not, there is no consequences of your actions. It's a decision for the sake of deciding, not for the sake of the NPC, or the PC or the game world or game "experience". It's shallow and feels fake.
World-building [to me] means designing a landscape, and populating it with interesting locations and characters, and potentially architecture... it really doesn't matter —from a world building perspective— if they react plausibly or not to arbitrary actions. The game Riven has a fantastic world (worlds actually) and very few NPCs to speak with (almost none).
Fallout has a good world (even believable —within its context), and most NPCs will stand rooted to the spot. If you give Harold money in the Hub, he'll thank you, but it changes nothing; he'll still be there the next day—same as any of the other of the vagrants... same as the merchants, same as the town sheriff, and other town leaders, and most of the residents.
World Building is way more than that. World Building is all the definitions on what makes the world work. It is not just the locations, it is how the game universe works. It's kinda like the rules of the universe. It's the physics and chemistry of that universe. It's how it works.
For example, in the Star Wars "universe", a part of it's world building is that in space, sound can still be heard. That is why we can hear the spaceships flying around and weapons being shot in space. That is a part of Star Wars universe "world building". It's the rules that make that "world" or "universe" work.
Have a world where people need water to survive? Does it show where they get water from?
Yes = good world building.
No = bad world building.
Have a universe where average people automatically die at age 33? Does average people really automatically die at age 33?
Yes = good world building
Now = bad world building
Your definition of World-Building is actually World/Area-Design. Those two things are usually handled by different people in a game company (unless it's a small game company, like an indie dev).
Usually who handles World-Building is the main writer, they decide how the game universe works. Who handles Area-Design is usually the Mappers, and they usually follow concept artist designs. Some NPCs and quests can indeed be designed by the main writer, but usually they are handled by the secondary writers (specially if there is no main quest around). Main writer can also "write" important NPCs and sometimes secondary NPCs, but usually the secondary NPCs are mainly written by secondary writers.
I think you're basing your definition on the literal word in the name "world building", while the "world" in it means something much more, it is the universal rules of the "game world", not just the areas and characters of that world.
But don't gt mistaken, individual areas and characters are also part of the world building.
Like I said, if we have a world where people die from thirst and then we have entire individual areas and NPCs where they survive without water sources for months, that is bad world building.
To me this sounds like they built a static world—not no world at all.
A world to stop being what you call a static world, needs good world building. It's what I have been saying all along (and not only me but others on this thread too). A world without good world building will be static and shallow, it will feel cheap and irrelevant, your actions don't count for anything in that world, the player will not care about it or be bored of caring fast. It's as choosing a yes or no in an excel spreadsheet. It's just a decision, nothing more.
I disagree. The choices I was speaking of (the binary choices) were the yes & no answers coming from the engine. Those being "Yes" you manage to give the water, or "No", you managed to drop the water and waste it on the ground. IMO the developer need not design the encounters to the degree that you describe—need not even care about them. They need only design the AI to die if it doesn't get water, and has no options that succeed; (like theft, luck, or having water hidden away somewhere). They can include a line for thanks if given something of value. If that item was water, the AI would consume it, otherwise they would leave to trade it for water, if they needed water; the developers could even include additional dialog lines to beg further, since they obviously have an emotional softy... and that's an opportunity for additional free stuff from someone gullible enough to give it to them.
I really think you keep misunderstanding. You keep saying the same thing I say without even noticing.
What you call "design the AI to die if it doesn't get water" is the whole part of my example that counts as world building. If the game is programmed to let a thirsty character die if he doesn't get water but let it survive if he gets water, that is world building.
You even go further in the world building as to say that they could get something of value they could trade for water later, although my example was they were really dying of thirst and you're the one there that can help them or not.
Your words describe exactly the "good world building turn a yes or no decision into something good/relevant/whatever you want to call it" as opposed to "yes and no spreadsheet situation".
Personally, I would find it incredulous to always find out the incidental details to minor encounters like that; that doesn't normally happen—it's rare. I can't imagine that the second vagrant would admit to killing the first for the water... certainly they'd assume that would affect their chance of getting anything else from the PC; so it's not in their best interest to tell the truth. I would find it very contrived and disappointing to routinely get fed confirmations after every minor action.
I wouldn't call it a minor encounter, when you find someone dying from thirst and you're their last hope.
It would be minor if your decision would change nothing (spreadsheet yes or no), but in a game with good world building, that encounter means the life or death of one or two NPCs. It should be important, lives are on the line.
Also about the NPC that killed the other one, notice I mentioned that would be a great part to include some kind of skill or attribute check. That is also using world building as an example. If in this universe your character has a skill or attribute that can influence NPCs, the player has a chance of using that as to find out what happened to the other NPC. Skill/Attribute checks are optional, and are usually a player decision if they use them or not.
You say that you would find it very contrived and disappointing to routinely get fed confirmations after every minor action (although saving or dooming someone shouldn't be a minor action at all) but it would be optional, only if the player pursued it on their own. Which is player preference. And a good game should always give player options. If I want to know what happened to the other NPC, I should be given the option to find out, specially since there is someone I can ask about it right there.