![]() ![]() 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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