![]() ![]() Not that there is no benefit to being more ambitious - I far prefer companions who express themselves through interactions with other NPCs (like PoE2) then lengthy camp conversations (DA:O). It was enough to create clear story arch’s for each companion, and inject them with personality. Interestingly, while sidekicks were clearly a weaker offering content wise, I know some people preferred them as characters - they had just enough personality injected to create an attachment.Īnd I still believe that cast of PoE1 was simply stronger, in spite of being simpler mechanically and more modest content wise - they were closer to one would get from fleshed out BG2 companions - linear interactions though with some branching paths. It also had “sidekicks” with little dedicated content pre-DLC. PoE2 was an interesting experiment: with a cast of companions with really rich integration into conversation, and over complicated relationship system, and romances. I think a more interesting question would be: how complex companions need to be? ![]() ![]() Think not only about “amount of lines” but complexity of personal quests, branching paths of their quests, their integration into conversations.īG2 had a lot of companions, but they varied greatly in content they had, and that content was on rails. Listen, there is no denying that games with 10plus companions tend to have smaller content for companions. Planescape Torment, Pillars of Eternity1, Mass Effect2. My favorite after Arcanum and Planescape torment/BG2. Arcanum: Of Steamworks & Magick Obscura 2001 In hopes that Larian can at least hit that 10+ number…Please! Just prettier graphics with less content. Always quality>quantity but it doesn't feel we are getting that in recent games. Really shows how much the numbers dropped that last decade. Without going into old school DOS stuff, a list of RPGs multi-controllable companion/squad RPG games and how many they had. ![]()
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