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What makes a good companion, a good companion?
What's something you personally like?
What's the difference between having a companion and a slave? It's not like he can do anything to stop you and you can dismiss them at any time
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>>3656445
I have a few ideas and while I consider none of them absolute as it's largely context based I think it really just boils down to having someone around who can fill a party role I don't want to do myself and not annoy me to where I consider just doing without them.
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>>3656445
I like them to share opinions and have a personal goal/quesr you take part in
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I actually don't mind a bit of conflict but I'd rather it come from them having actual beliefs or goals that might conflict with the player rather than just being a giant pisser. Devil Survivor 2 springs to mind as a fairly good example. Outside the big conflict your companions all have their own objectives for what to do once the mess is all resolved. This inevitably leads to conflict because the goals are incompatible so they end up splintering off into their own factions and you get to pick a side. By doing certain things you can win over their loyalty and get them to see your point and rejoin you, which is maybe too easy honestly, but it's a nice change of pace from everyone just blindly agreeing. Makes them feel like they actually have a personality or sense of agency. The player still gets to be cool guy but you have to do more than just show up.
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>>3656445
>What makes a good companion, a good companion?
a good mix between useful and interesting.
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>>3656445
I can accept them being mechanical dead weight if it makes sense for them to be and they've got something else interesting going on. In Torment: Numenera you haul an actual child around and she's as useful as you'd expect until about 3/4ths of the game in, but she's written in a way that you don't really mind and if you want to ditch her, you need to decide where exactly you're gonna drop a defenceless child off (or just tell her to eat shit)
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How is this not just nu/v/, like the same shitty threads are there
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they have to be memorable and have a personality that can influence the player's actions and not the other way around
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>>3656499
I feel like most of the time the player just decides out the gate who they want to boink and judges all their decisions on that. So points for realism.
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Loyal followers with a handful of non-disruptive comments they make while walking around, like Lydia, are ideal. Lydia herself is the perfect companion character.
If a companion forces their personal drama down my throat I want to kill them. Full Party Drama games are a blight on the crpg genre.
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>>3656445
I like when companions inject in quests. Though it has to be consistent with their character and all characters can't be moralfags that accept the pronouns, because then that's real world politics. People are divided on this pronoun shit IRL, so if it exists in another universe, then it should be conflicted as well, and the player and characters (that aren't wrote as the obviously evil bad guys) shouldn't accept that shit by default.
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>>3656445
a quirky sense of humor
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>>3656497
looks like a completely legitimate rpg discussion topic to me
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>>3656578
I agree, less is more. It's hard to write a good follower, so it's better not to tryhard it.
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>>3656578
>Full Party Drama games are a blight on the crpg genre.
They are simulating the party dynamics in tabletop.
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>>3656676
>They are simulating the party dynamics in tabletop.
nta but I'd never play at a tabletop that was entirely composed of gays.
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>>3656688
Yeah, you were under the table for that one.
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>>3656614
What part of it isn't a profound and complete misunderstanding of how RPGs work?
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>>3656676
Absolutely not. The party dynamics in tabletop is a group of about five fraternity bros yucking it up between bouts of robbery and murder. The eagerness and jolly frivolity is completely absent in crpg companions. The closest it gets is when the player character himself can select things like
>(Chaotic Evil) I'll be taking that money now, cunt! [Attack]
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>>3656445
Emotional realism, and enough screentime to realize it
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>>3656445
>What makes a good companion, a good companion?
For me, it fundamentally comes down to whether or not they're entertaining, and they can accomplish that in a bunch of different ways. They could be a complex, interesting character like Kreia, or they could simply be funny, like Nok-nok.
>What's something you personally like?
I've always really liked it when companions seriously conflict with each other like in KOTOR 2 or Dragon Age 2. Games with parties where everyone gets along can get boring sometimes.
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>>3656497
you can always make your own thread moenigger
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For me the ideal would be
>DOS2 multibox custom party trick implemented properly
>more, better balanced tags with a hard cap on how many you can select per character
>allow choosing who'll do the talking before dialogue but also switching during dialogue, display other's characters exclusive options when applicable and auto-switch if picked
>make some conversations punish you for cutting in to spice it up
This is arguably no longer "companion" territory, but I much prefer it.
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>>3656776
>.
I hated that faggot.
I did everything I could to keep the goblins out of my kingdom.
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>>3656815
This.
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>>3656445
>Interesting point of view
>Cool character design
>Good VA
>Good backstory
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>>3656701
??
A party companion is literally a staple of role games wtf are you talking about
And if you are playing alone, I guess you count your npc party members as "companions"
I would argue that you playing a game by yourself with no party and no companion, is LESS of an rpg
What part are YOU not understanding?
I think your conception of rpg is off the norm standard and the niche standard by a thousand miles, you are just running on personal definition and getting angry at people talking like human beings



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