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Showing content with the highest reputation on 07/02/14 in Blog Comments

  1. You see, when games like Fallout 2 or Vampire Bloodlines or PS:T came out, i realized that a remarkable NPC makes the game spicy. Anyone remembering Jack from Bloodlines? Or Marcus from Fallout 2? Not to mention Dak'kon or Minsc. Those NPCs had a real character on them. And after years of gaming, i still can remember them and the conversations i made with them. The stories they told was impressive and they had a belieavable past. They were quite handy as a companion (well, not Jack). They had unique lines of speech and some "tone" on them. Sum of all; they were a real character, not some unsuccesful fiction. Secondly i can tell that; companions should have thier own unique quests, own personal life and lastly they should have their own unique, remarkable items; just like in BG2. This means, only a very talented and hard working man with a discipline can create them; like Chris Avellone. I have faith in you.
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  2. Great article and great replies with concerns. Now a few things that are important for me personally: - Ego-stroking. While I don't have a problem with this, I feel that I also don't want to see companions that do nothing but praise you or support your actions. Real life example: If you're with a friend somewhere and he/she says something stupid or out of place you may agree and, perhaps defend their opinion to a point, but afterwards, when no one sees you'll say the truth "Are you freaking stupid? What was that?!" and so on. Now why am I saying this... I'd really like to see reactive companions, but I want them to have personalities. I'd like to see my companion disagree with my actions if they go against his code or beliefs and I want him to show his/her resentment for my actions, behavior, etc., perhaps to the point where they'll leave the party as was in BG series. At the same time I don't mind if a companion likes what I do, say, etc., and says so IF it corresponds to his/her beliefs. This makes them alive and makes you as a player attached to diverse and interesting personalities. For me personally I'd rather have a clever non-combat (or a weak combatant) NPC who would tell me I am an ass (IF I am really being one or IF he/she dislikes me for whatever reason) rather than an able-bodied and seasoned fighter that will tag along and nod no matter what I do and behave. - Approval. I really enjoyed reading posts that asked to conceal or change the existing approval/disapproval mechanic. For me it totally breaks the immersion. Someone mentioned DA: O and I'd totally go against such implementation where you're forced to balance between what NPCs like and dislike in order to attain max approval that gives those companions some decent bonuses. I say make a system where approval or disapproval of an NPC builds up upon your actions/conversations with them/your behavior, like BG series, for example, but don't make it obvious to the players and please no numbers. Totally kills the whole feeling of epic adventure. I’d really like to have conversations where I need to think carefully what to say and when, because it’s not obvious that an NPC will like or dislike what you say. Besides, I think that as of recent RPGs the possibility to reflect your own beliefs (for the character or your own) onto your character became very limited indeed. I’d really like to see options where you could express those beliefs in dialogs, especially when conversing with your companions. Otherwise everything looks really solid and thought out. Looking forward to seeing this implemented in P:E.
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  3. Hear, hear! I think there is a great deal of room for innovation in the relationships between players and companions. Many RPGs today have reduced companion interaction to a post-quest checklist: do something in the world, return to base and talk to everyone, repeat. It would be wonderful to have these interactions happen in a more organic way, as they do in real life. To me, that means having companions with their own hopes/dreams/opinions who react to their their circumstances in a way that reveals those things. Sometimes they need to tell you something important. Sometimes they really want a beer right now. And they probably don't want to tell you their deep dark secrets while standing in the middle of a crowded street. So let's hear what the companion says when there's only one room left at the inn.... awkward. Let's have one companion burst in and tell me the need to talk about one of the other guys. Let's have someone disappear for a day and not tell me where they were...
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