In the first place, talking to companions is complicated by the default controls of the game. When using the general--I believe, "exploration" camera--you have to right click and the pull down a menu before you're capable of talking with a companion. I think this minor obstacle, if statistically analyzed, would show that a fair amount of players are less likely to speak with their companions than if it was a straight on click. I know it's the case with me that I'm less likely to openly speak with a companion than a default NPC due to this small control hiccup.
Now, this is not to say that companions ought not to have anything to say, but I wonder how advisable it is to have a plethora of dialog situated in those 'default' nodes. I figure less people are going to not pay as much attention here than other places, so why fill this up to the brim?
Therefore, and I suppose this proposition is why I'm making this thread, I think that the majority of conversations with companions should be initiated by the companion(via triggers, scripts, etc). First of all, this allows for a *much* easier time in controlling when/where the companion is and what they ought to say(I hate seeing mods that don't update dialog--i.e., I'm in the "Lair of the Demon Lord of the Godslayer" and my companions are cool with me asking about their "past"). If options are limited to fairly basic inquiries by the player and the bulk of characterization is done by certain triggered sequences, it lends itself to an easier design.
Now, of course, I don't particularly want to limit options(although, as I've said before, games are mostly about what I *can't* do), I think limiting options here saves time and, simultaneously, makes stronger characters. The situations seem less forced and, more importantly, the designer has more control over individual scenes and sequences.





Guest_Chaos Wielder_*
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