I was reading GameInformer's coverage of DA:I at E3, and something that concerned me was the 'striking feature' of companions impacting the storyline. As GameInformer reports, "Depending which characters you choose to bring on certain missions, different storyline moments and relationships are affected. You unlock exclusive content with ripple effects, depending on who you choose. "
I have no idea how accurate this is; if the staff in question got the information directly from a developer or if they merely surmized it from whatever demo they played. I have no idea if these 'ripple effects' and 'exclusive content' are significant or trivial. I'm also aware it's almost certainly too late for anything to be done about this feature in DA:I either way, seeing as the game releases in four months. It might very well be that I'm concerned about nothing. Nonetheless, I'm here to say that having companions significantly affect the story is a bad idea, and BioWare should stay well away from such a mechanic.
I've found the general RPG player community is full of people who will shill any RPG-type feature that differentiates their game from Call of Duty with little to no analysis or understanding of the idea. And they do. For very many players, I doubt their understanding goes any deeper than 'Any mechanic that leads to more consequence must automatically be good, smart, mature, good writing, etc.' So this kind of thing gets plenty of support, which would of course be a factor in the developers considering it in their modern games. But hopefully, BioWare rises above that, no matter how many fans request it.
Why is it a bad idea? There's about a half-dozen reasons, but the simpliest and most important is that it isn't a meaningful choice.
I do not have magic powers. I am not able to magically divine which companions I'm going to need to get the outcome I'm looking for if the story gives me no information to work with. Getting screwed over because I wasn't able to guess who I was supposed to bring is not fun. It's not good storytelling. It's frustrating. It's 'You were lucky enough to pick the right companion, so this guy gets to live.' Or 'This guy dies because you weren't able to magically predict who you should have taken with you.' It's a dice roll. And a dice roll is not a meaningful choice.
BioWare has taken a great deal of flak recently for making very lofty promises of power to the player, both explicit and implicit, and not coming through when it mattered. 'The player decides.' 'It's up to the player.' And Dragon Age Inquisition has pushed that more than any other BioWare game. If BioWare wants to live up to that promise, this is not the time to be taking power out of the player's hands and giving it to a roll of the dice.
For a choice to be meaningful, the player must have a reasonable idea of the consequences of that choice when they make it, and the story must more-or-less follow through with player's expectation. Why bother even choosing otherwise? Why bother thinking? If there's no relation between what I expect to happen and what actually happens, I may as well just flip a coin. That would be as good of a method as any to get the best outcome.
That doesn't mean any variation is bad. Variation is great, so long as the outcome is ultimately just as good.
Additional dialogue and history if I bring certain characters along? Great.
Having to do a little less or a little more work because a companion generates trust or animosity? No problem.
Having a character, even a minor character, die because I did or didn't bring a certain character? No.
Having a desireable outcome locked off or even a quest automatically failed entirely because of my companions? Hell no.
Note that all of this only applies when there is no foreshadowing. When reasonable foreshadowing is present, all bets are off. The player can of course be punished if for some reason they ignore a clear and reliable warning of "Inquisitor, you need to bring so-and-so or such-and-such class on the next mission to deal with such-and-such threat." Or "Don't bring so-and-so, because they'll cause trouble."




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