Sylvius the Mad wrote...
I think all characters, including the PC, should be subject to morale checks.
Yes, but how would that stay true to RP? If I don't say my character is scared enough to run away, why should it? I think this could work with AI controlled companions, but if when playing ME3, a brute came running towards me at full speed and I'm trying to lie a sniper shot or blast it with Incendiery rounds and I lose control of my character who then runs away and I get killed, that does nothing but frustrate me. Even though it is a totally believable reaction.
In fact, when playing, I often run away for dear life in a fight if things are looking grim... I fail my morale check as a player. It can cost the "lives" (such as they are without permadeath) of my companions, but this is of no concern to me, since they are immortal.
If I only control the PC, then fear of death is very real and present. I will run away, I will use potions, I will look for weaknesses and go for higher ground. If I control all companions equally as the PC, then my party, as a whole, is immortal until most of the party is unconscious.
They are themselves. But what those selves are is partly determined by the player.
Party control, while an old school RPG stand by, does not work with companions that have fully developed personalities.
Example: Ultima: Exodus let's you create your entire party, from stats, class and name. You can create them and their stories, if you so desire (although the game gives you no background with which to begin this, for better or worse) along with their personalities.
However, Dragon Age has companions you recruit that have stories, histories, personalities, skills and specialities that we, as the player, have no hand in creating. We shouldn't be directly controlling them, either through dialogue or through battle, in a pure RP point of view. If we were role playing the perspective of a party, which we can create and control, this works fine. However, if we are recruiting characters that have their own life given to them by the developer, than we should have no more control over them in combat than we should the ability to control what they say in dialogue.
If one were to have the true opportunity to NOT be the leader of the group in an RPG, then we would see this in full effect. Why would just another member of the group, not the charismatic leader or the special monk/jedi/warden/etc. member, but just another member, give orders to the others? They would follow the lead of the leader, not the PC in this case. If Leliana tried to command Sten, Morrigan, Shale, Wynne, Oghren or Zevran, things would fall apart quickly. Maybe Dog would listen, I don't know.
The point being the player shouldn't, by default, have full control of the party if the members of that party were not created by the player, from a strcitly scholastic, logical approach to Role Playing Games.
Modifié par Fast Jimmy, 12 juillet 2012 - 06:57 .