Sylvius the Mad wrote...
When they're speaking on behalf of the party, yes.maxernst wrote...
Sylvius the Mad wrote...
I disagree. The player controls the whole party. How the party works as a group is all that matters. The individual performances are irrelevant.Shadow of Light Dragon wrote...
It does in a party-based computer game.
Really? So you choose dialogue options for all the companion characters?No. By then they have left the party.And if you decide to defile the sacred ashes in DA:O, you continue to control Leliana and Wynne as they attack your party?
How is it then that I can still control them when the main character is unconscious or dead? Or so far away as to be beyond communication range?They follow the main PC's orders--as long as they choose to remain in the group--nothing more.
Obviously they cannot simply be following orders.Then I shouldn't be able to choose what abilities they learn, or what equipment they use.They are exactly like henchman in pen 'n paper settings. They are clearly NPC's. These games are not party based games.
More importantly, you're attacking a position I didn't espouse. I said that interclass balance didn't matter in a party-based game. Nothing about that requires that DA2 is a party-based game (I would argue that it is not). I do think DAO is, though.That's true in DA2, certainly. That is not true in DAO. Recall the prison escape. In KotOR, similarly, that wasn't true. NWN was obviously not party-based. And in the BG games, any party member could act as party spokesperson, so the player was even allowed to have them speak on the party's behalf.There's one character who is always in the party, and that is the only character created by the player, and the only character for which he selects dialogue options, the only character which will never leave the party or attack the rest of the party (unless the player chooses).
See my above descriptions.There is only one player character in Bioware games. Any other interpretation is untenable. You might want to have a true party game, but you don't., and you never have in Bioware's games.
But, again, more importantly, you're arguing against a position I hadn't taken. If this were a Wizardry 8 forum, you wouldn't have objected at all, I suspect, eevn though the substance of my remark would have been identical.
Sylvius, you're fond of comparing CRPG's to tabletop. When I was a GM, I absolutely did allow players to choose their henchman's skills and control them in combat, and could (upon request) speak on behalf of the party. I would even allow them to do something apart from the main character (which would be analogous to the prison break scene) under the player's control. but they remained NPC's. At any point by DM fiat, I could have them balk if they were given orders I didn't think they would follow. Have you ever had control of your player character seized by the DM, excluding situations where they mind controlled by magic?
And yes, you're correct, Wizardry 8 is a true party based game, as are the Might & Magic games. Unlike Bioware's games, they quite clearly do not have a primary character and a bunch of followers. And yes, it still matters even in a genuinely party based game CRPG if one character is always inferior to another in virtually any plausible circumstance. The argument that being fragility at low levels is balanced by power at high levels doesn't work in Bioware games because you can switch the characters out at the levels that they are not useful. And balance aside, the fact is that, especially in 1st edition, high level fighters were practically indistinguishable from each other and dull to play.
Modifié par maxernst, 20 novembre 2011 - 01:39 .





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