Non-player characters (NPCs) are a vital and prevalent part of many video games. Acting as shopkeepers, quest givers, companions, enemies, or even as random villagers, NPC are an integral part of many video games that players interact with. A common way to reflect this relationship is through a player reputation system. However many reputation systems suffer from issues such as narrative requirements, time skipping, and NPC spatial unawareness. The proposed model of this experiment is built to accommodate these issues while providing the means to explore the impact varying agent relationship network sizes have on the spread of information of varying intensity levels. The Kruskal-Wallis test shows that relationship network sizes have a statistically significant impact on the spread of information between agents for player actions with intensity values of 0.6 or greater.