This is a cool thread. Here is my humble input:
If as players, we get to be in charge of leveling up the companions, their base stats, and their abilities - then we should be in charge of their offensive and defensive buffs, including armor.
However, I also think that if each character is going to have their own individual physical dimensions and character-specific animations, then I think by all means they should have their own specific looks, not necessarily broken down into torso-pants-boots-gloves-hemlet either.
One of the things that I've gotten used to with RPGs, but getting tired of, is the "hand-me-down" effect - where a party member with a similar class to my main character gets to wear my outfit once I find another outfit that is a few stats higher in armor or protection or combat buffs. And sometimes my party might look a bit silly just to have the edge in combat over certain foes. Some characters just don't really wear gloves, right?
So how can these things be reconciled?
Tie the available outfit to main quests, companion quests, and maybe secondary quests. You complete a certain stage, or a quest ends up in a certain result, you've unlocked an outfit. And perhaps there's a certain buff associated with it. The game player gets to choose among the available outfits, but they will always be tailored to the companion. Outfits are not transferable to other companions or to the player, but the further you progress in the game and the more side-quests you do, the more outfits become available for you to use. Some would be "free" or provided by the companion or the quest, and some would be made available for "purchase" at your favorite in-game retailer.
To avoid animation and costume clashes, each companion would have their own specific slots to which rings, amulets, belts, bracelets, piercings, tattoos, etc. can be utilized. The gamer gets total control over slotting these, and when the slots are filled the character's appearance will be visually updated. But these aren't always +1 or +2 or +10 rings. These can be +50, +75, major buffs that provide combat-specific protection rather than class-specific protection, but also contribute to a base armor computation. (DA2 had the right idea with some of the +328 fire-resistance-type equipment and complete-set buffs) That way what were trinkets in DA2 become much more important in DA3, and thus can be adorned with special names and descriptions and maybe even back-stories and special quests.
Achieving levels of friendship and rivalry are of course good opportunities to unlock outfits and accessories as well, much like buffs were unlocked in DA2.
Doing all this should not really interfere with a planned art style for a companion, or a player's ability to outfit their companions for both gameplay and screenshots. Plus, it adds a major dimension of discovery to the game while not requiring players to stick with hand-me-downs.
P.S. I'm not a fan of the cash-for-clothing DLCs, but I think the industry tide is against me on this one. Just seeing what's being done with Batman Arkham City makes me shake my head.
Modifié par jds1bio, 06 août 2011 - 04:34 .