Ambition Online strives to be more than just a game, we intend for the world to be as open and interactible as possible, with NPCs that have their own schedules, needs, and desires. Creating such a world will be a huge undertaking, but a task that can be completed over time, with results at each iteration. For example (this is just off the top of my head):
Phase 1
Each NPC will have a daytime location, and a night time location. During the day, an NPC could be at work, or for enemies, out hunting/wandering. Then at night, the NPC would be sitting at home at a predetermined location.
Phase 2
NPCs will have more than just day/night locations, but also morning, afternoon, evening, night. This way the NPC could be at work morning and afternoon, go to the local pub for the evening, and go home at night. This will also allow the game to put the NPCs in their beds at night to sleep. All the times for these events could vary per NPC, so it doesn't feel like the lunch alarm went off and the robots do their tasks.
Phase 3
Days of the week could be added, giving variation in schedules per in-game day. In addition to that, perhaps random tasks could be added, like getting a drink, going out to lunch, potty breaks, etc.
Phase 4
Each NPC could be given needs and desires. This would be similar to The Sims, and the NPC would handle everything it needs to on its own. At first, this system will be pretty robotic, but could eventually turn into a dynamic life simulation involving friend and family NPCs, and perhaps even players.
. . .
Well, there you have it. Clearly, we are not calling this game Ambition for no reason. Some of these phases could take years to implement, but even at Phase 2, we have surpassed the majority of games out there in terms of a dynamic world.