As with previous games in the Zelda franchise, BOTW’s Hyrule is populated with plenty of chatty Cathy types in the form of Non-Player Characters, or NPCs. Indeed, with few exceptions, if you see someone, they’ll want to say something.
Often, the character in question will have advice to offer, a clue to move Link’s journey forward (if he isn’t reading our blog, that is), or a fine point – okay a rather dull point – to make about Hyrulean history. Especially the Great Calamity, about which they like to go on at length.
At other times, prepare to be chided for (a) abandoning Mipha, the princess Zelda, or some other alleged damsel in distress (although that Urbosa lady has plenty of fury); (b) sleeping through and thus forgetting the last 100 years; or (c) not moving fast enough to save the kingdom. Itzal the Impatient has a history of hitting A incessantly to move through these conversation screens, once resulting in his agreeing to exchange a prized energetic rhino beetle to Beedle, which garnered him grand recriminations from Demelza, who had been jealously hoarding said energetic insect. (Itzal contends it was worth it to avoid another boring story.)
Triggering quests
And occasionally, you’ll see an NPC with an exclamation point hovering in a red circle over their head. Zelder Tip (which if we’re being honest took us one full game and a quarter of the next to figure out): you want to talk to that person. The red circle indicates a quest in want of triggering.

Sometimes the quests are silly but fun, a pleasant break from freeing the Divine Beasts, fending off Guardians, and engaging in battle to earn Moblin guts or Lynel hooves. They may garner you a gift or some rupees. And sometimes they’re more important missions, potentially leading to greater treasure or shrines.
So talk to the kids running around the village. Have a heart-to-heart with the town elders. Engage with surly shopkeepers, housewives, and lovesick swains. Eavesdrop if necessary; because oddly enough, not everyone wants to talk to Link. (He could say the same, if he spoke, that is.)
Outside of towns and villages, there are other NPCs to talk to, such as traveling tradespeople or accordion-playing minstrels. You’ll get your fill of social interaction, to be sure. And handily enough, despite the number of new friends you make, you’ll never experience the faux pas of forgetting their names; those are displayed over the heads when you get close enough to speak.
Travelers, beware!
But. There is an exception.
Listen to your inner introvert if you see a stranger loitering outside the town environs or out on the road, with his head averted, not making eye contact. If the NPC does not have a Hyrulish name hovering about the head, one of those names that wreaks havoc with auto-correct, approach cautiously or skirt entirely. If you see only “Traveler” floating above the character, remember the admonition, “Stranger, Danger!”
These are members of the Yiga clan, and when you engage them in conversation, they will attack you – usually with an accompanying rude comment such as “prepare to die, hero scum!”

The Yiga are easier to dispatch when you’ve got some upgraded armor and weaponry – and when they no longer have the element of surprise. Indeed, you may want to challenge them in hopes of earning a duplex bow or vicious sickle, although mighty bananas are equally likely. However, early in the game, even a lowly Yiga foot soldier will make mincemeat of you.
(Itzal wishes to dispute this characterization of mincemeat. Demelza counters with a reminder that Itzal still assiduously gives an exaggerated wide berth to the Traveler outside Kakariko Village, ever since said Traveler whupped Link’s behind in about ten seconds flat. Itzal offers to hand over the controller. And, scene.)