- Joined
- Jun 8, 2015
- Messages
- 14
- Reaction score
- 16
- First Language
- English
- Primarily Uses
- RMMV
My current project is heavily inspired by Baldur's Gate 1 & 2 in the sense that companions are very dynamic. They can form relationships with one another, and have a lot to say about the player's actions and method of play. One thing I found particularly interesting was how certain companions will up and leave the party if they're pushed far enough. For example:
This added a layer of depth that always intrigued me, and was one of the features I wanted from the very beginning. But even with 2 companions that will possibly leave, that means I have to ensure every single line they speak is only spoken when they're present in the party, and that there are alternative dialogue branches in case they aren't. In other words, it's a lot of work for a niche outcome that requires the player to be particularly nasty to no real benefit.
Mainly, I was just curious as to whether or not there are players who like to indulge in mean dialogue options to their immediate party members. Not just once or twice, but chronically. I'd also like to know why, so I can take these reasons into account if I do end up painstakingly designing that route after all. Any thoughts on the whole mean/evil route mechanic would be interesting to hear as well!
One particularly noble companion named Minsc will leave if the player takes up a certain assassination mission, and in fact will turn on them entirely. Another named Hexxat will leave if the player racks up too many fame points, because it puts her in an unnecessary limelight. A third, whose name is escaping me at the moment, will leave if the player takes too long to complete the mission they promised to help them with.
This added a layer of depth that always intrigued me, and was one of the features I wanted from the very beginning. But even with 2 companions that will possibly leave, that means I have to ensure every single line they speak is only spoken when they're present in the party, and that there are alternative dialogue branches in case they aren't. In other words, it's a lot of work for a niche outcome that requires the player to be particularly nasty to no real benefit.
Mainly, I was just curious as to whether or not there are players who like to indulge in mean dialogue options to their immediate party members. Not just once or twice, but chronically. I'd also like to know why, so I can take these reasons into account if I do end up painstakingly designing that route after all. Any thoughts on the whole mean/evil route mechanic would be interesting to hear as well!


