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Companions in IWD:EE

Jaxx86Jaxx86 Member Posts: 26
edited October 2012 in Archive (Feature Requests)
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.

Comments

  • Raistlin82Raistlin82 Member Posts: 256
    If they ever make IWD:EE, that's the one option that would make it "take a level up".

    As you say, it would need to be optional.
  • KenjiKenji Member Posts: 251
    Jaxx86 said:

    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.

    What I liked about IWD II is the ability to create every single member of your party.

    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.
  • The user and all related content has been deleted.
  • ARKdeEREHARKdeEREH Member Posts: 531
    I agree that being able to meet joinable NPCs in game would make Icewind Dale a more fun gaming experience. The lack of NPCs is what turned me off from it in the first place. I played Icewind Dale 1 solo because I didn't want fake companions, but never played the sequel because I realized I couldn't even take my PC with me.

    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.
  • cyberhawkcyberhawk Member Posts: 350
    Kenji said:

    Jaxx86 said:

    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.

    What I liked about IWD II is the ability to create every single member of your party.

    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.
    Now that's a great idea, having self-created characters interact with each other? Even if the interaction would be more or less the usual elves-vs-dwarfs stuff, it would definitely improve the game a lot. It felt too much like mindless Diablo-type slaughter to me.
  • KaxonKaxon Member Posts: 156
    It seems like this would basically completely change IWD from what it is. I'd rather see them work on BG Next instead of spending the time to add characters to IWD from scratch.
  • MoomintrollMoomintroll Member Posts: 1,498
    I agree, there is a pretty good mod that gives you a party, I'm yet to play it very far but the voice acting and recording was well done. There's nothing quite like discovering a new party member in some god forsaken hole, however.
  • KenjiKenji Member Posts: 251
    Kaxon said:

    It seems like this would basically completely change IWD from what it is. I'd rather see them work on BG Next instead of spending the time to add characters to IWD from scratch.

    Rather than requiring the devs to completely create a character from scratch, generic interaction scripts actually allows the players' creativity to kick in.

    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)
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited October 2012
    Shandyr said:

    I prefer it the way Project Eternity does it.

    You mean, you prefer the way Project Eternity may do it, not has done it.

  • [Deleted User][Deleted User] Posts: 0
    edited October 2012
    The user and all related content has been deleted.
  • krikkertkrikkert Member Posts: 26
    Jaxx86 said:

    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.

    They have not yet said that they are gonna make IWD:EE. They have just said that they want/hope to make it in the future after BG:EE 1 and 2. Hopefully they can get the rights to make IWD:EE, for I share your hope that IWD:EE will be made and that we will have joinable companions.

    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 :)
  • krikkertkrikkert Member Posts: 26
    What is this I read about Project Eternity ?? An ISOMETRIC rpg (As a real RPG has always been meant to be!) being made by Obsidian? This is new to me. Better keep my eyes out for it ! Seems like many are trying to return to the old days when real classical, RPGs were made (in isometric view even). Overhaul/beamdog, the newly ressurected Black Isle and now Obsidian with this Project eternity! :D
    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..
  • recklessheartrecklessheart Member Posts: 692
    Definately do not do this with IWD! It was intentionally a 6-person player-made party.
    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.
  • MoomintrollMoomintroll Member Posts: 1,498
    I reckon they'd just better make sure they wrote some good characters! I believe in them! eye of the tiger, etc.
  • bob_vengbob_veng Member Posts: 2,308
    edited October 2012
    It could could be done this way:

    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.
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