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Blog Comments posted by SgtGriff

  1. Another thing I think is important and you didn't mention - Most recent RPGs chose to have mostly the player initiate dialogue with companions. You know, you talk to them, you see what's new, they tell you about themselves then you do it again an hour later to see if any new option popped up. While this is fine, I think this is a bit overplayed. I think these sort of dialogues work much better when they are initiated by the companion (like the BG2 banters.) I think it makes them feel more alive and active when they can decide to talk with you just as much as you can decide to talk with them.


    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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