Companions in IWD:EE
Jaxx86
Member Posts: 26
It would be great if the developers gave us the option of seeking out our companions, in game, instead of creating them all at the start. Having companions in the game introduces the possibility for romances, verbal blowouts, violence, and party members leaving. These dynamic occurrences add so much life to the game.
The character creation wouldn't have to change because the whole premise of the game is that a band of mercenaries is coming to the Ten Towns to save the day, so a single hero showing up would be a bit weird. The character that is created first should be the only playable character upon entering a new game. The remaining five companions you create will say something like, "Hey, we'll be at the general store gathering supplies. Meet with us when you're ready to begin." This would give the player the option of continuing the game solo, picking up all five companions, or just leaving one or a few behind.
Companions would add a great deal of intrigue and replayability to an already outstanding game.
The character creation wouldn't have to change because the whole premise of the game is that a band of mercenaries is coming to the Ten Towns to save the day, so a single hero showing up would be a bit weird. The character that is created first should be the only playable character upon entering a new game. The remaining five companions you create will say something like, "Hey, we'll be at the general store gathering supplies. Meet with us when you're ready to begin." This would give the player the option of continuing the game solo, picking up all five companions, or just leaving one or a few behind.
Companions would add a great deal of intrigue and replayability to an already outstanding game.
6
Comments
As you say, it would need to be optional.
What I'd like to see, though, is to give them a generic interaction script.
The interaction scripts can be based on alignment, class, stats, and other factors, kind of like the ones in Sims.
Then I'll be one happy panda.
Another thing they should fix is to make it so that the ctrl q cheat actually works in IWD. The ctrl q cheat is what makes it possible to force anyone in the game to join your party as an NPC. It works great in Baldur's Gate and is supposed to work in Icewind Dale as well, but whenever I tried in IWD it would crash my game. There were several characters in IWD that I remember thinking should be able to join my party. That shadow elf archer in the Hand, for one (I forget her name). Even if they don't make actual joinable NPCs, if they at least made this cheat functional it would give players options.
Though interactions may not be as qualitative as the developed NPCs, it would definitely allow the playthrough to be more interesting.
On side note:
IWDII NPC Project's characters were well developed and interesting, but it would've been perfect without the painful AI script lag. (Which is something the modders couldn't avoid due to engine limitations)
In fact, I would look even more forward to IWD:EE than the EE of Baldur's Gate 1/2. IWD is quite linear in story, true enough, but the story is a great one and the atmosphere is something special in IWD, so strongly enhanced by Jeremy Soule's amazing music. Just remember all of these beautifully drawn places to visit; Easthaven, Kuldahar, Vale of Shadows, Dorn's Deep, Temple of the Forgotten God and the Severed Hand. They were all so easy to immerse one-self in. So many of the places felt so ... ancient. Imagine to be able to replay that with companions as well made as in BG2 That would have been something
Exciting times lies ahead then !!! Been waiting for this ever since early 2000's.
I think none of us know anything specific about Black Isle's plans yet though..
If in the EE we expect them to write 10+ characters, within a feasible time frame we'll be getting half-baked characters and uninteresting ideas. If they intend to make a 'BG3', I'd rather they saved their ideas for good party members for that and develop them in time, rather than rushing them through on a game that already has enough merits of it's own. Not as good as BG, no, but it's going to be made no better if it's riddled with unengaging, poorly written adventurers who weren't necessary to make it a good game in the first place and won't make it any better today.
You create only the main character.
You have a lot, like 20 characters at your disposal right away in Easthaven (you're all on the same team led by Hrothgar, and the ones you didn't pick die in the avalanche; some of the evil, treacherous ones survive tho) and another dozen right away in Kuldahar ...and another couple in Lonelywood
The script would be very light, only like twice a dozen lines for every character, some scant interactions, and some toward-the-end 'hightened drama' content, turnarounds etc. Many of them could be samey, some should be distinct, but none should be completely generic.
There should be no romance. There needs be no voice acting either.
The reason there should be so many characters is because IWD is such a combat oriented game all tactical roles need to be made available this way.
So, not just one pure fighter is enough. You need to have at least several depending on weapon type and alignment.
Same with specialist mages, pretty much all the different specialists should be there and it could be explained by a party or a school of mages ending up in that location.
Of course, the option of you creating as many characters at the start as you like should remain.