dtgreene: Ultima series, starting with Ultima 5. Note that, until Ultima 6, their state doesn't persist, so dead townspeople come back to life when you leave, but still have lives.
nightcraw1er.488: Ultima 7 I remember there being a hidden room where the dead went. Ah, happy days with that game.
OP:
As for npcs being active, I think that is a bit overplayed, sure they may go to work, but medieval times (quite a bit of fantasy) they didn’t move about much. Not like today where going for a pee requires jumping in the car.
Party based npcs are the worst thing. Get in my way, need to talk be fed directed. Hate party based games. If I wanted.l a baby would have one! Other npcs are just there to increase your archery skill!
Ultima 7 also had a nice cheater's room, only reachable if you cheat, where Lord British accuses you of cheating and casts Armageddon; if you then talk to him, he spouts procedurally generated nonsense. It's too bad Ultima 7 was a terrible game.
Party based NPCs are only a problem in games that keep track of their position and use it in collision detection. In Ultima 6, for example, if you're not in combat or solo mode your companions will follow you nicely and in a way that doesn't impede your movement. In earlier Ultima games, and in Wizardry games, and in Might and Magic games, and in nearly all JRPGs (at least Dragon Quest 2-9 and Final Fantasy 1-10 (DQ1 excluded due to lacking party members)) your party members either don't exist or are not solid outside of combat and cutscenes.
By the way, some Dragon Quest games, 3 being the best example (though there's some in 4, 5, maybe 8 and 9), have day-night cycles, and many NPCs are in diffierent places depending on whether it's day or night; DQ3 even has a store that you can rob during the night. (DQ1 and 2 don't have a day-night cycle, and DQ6 and 7 only have night-time during scripted events instead of a regular cycle.)