KnightofPhoenix wrote...
I take issues with downplaying them to make mediocre protagonists look better. Indeed, we had Gaider himself say that their original version of Alistair was scrapped for this reason. Because he was apparently "too strong and independent" that it made the PC look bad.
Well I want independent and strong companions, who can also do their own thing without having to relying on the PC 24/7. I'd say Aveline fit the bill, but the game showed her as so incompetent and reliant on the killing machine Hawke that she doesn't count. Anders kind of was in Act 3, but that's about it.
Thats true, and I agree in that having more independent minded companions can be a good thing. Problem is like in DA2 where you have more "independent" companions only in certain moments which rob the player of any agency. Like helping/not helping Anders but having the same result no matter what. Its fine if they want Anders to do something big at the end of the game, but it completely rubs me the wrong way when the sort of "independent" moment for the NPC just happens no matter what.
Thats more or less just crummy writing and implementation by BioWare, but none of their recent games have been able to do any sort of meaningful branching.
I would just love companions who have character development like the characters in Alpha Protocol of TW2. Where they're fixed characters existing in the world no matter what, but depending on your choices/interactions/dialogue with them, you might not even meet them or you might not get the full picture on them.
But you need companions so long as you're going to keep DA party based. It just depends on how well BioWare goes to integrate the gameplay/story rationale for having a party. I thought DAO did fine but DA2 the premise felt flimsy at best, since more often than not it felt contrived as to why anyone would be hanging around Hawke early on anyway, let alone years later.
I just think its fine to have more independent or strong willed companions, but then the writers need to give the PC the ability to be just as strong willed in turn and not handcuff the PC with rubbish dialogue choices/options.