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Part of Project Lirec

Some non-player characters (NPCs) in games are designed to help the player in some form. This is a list of interesting characters who are either designed to provide some assistance in solving problems or fighting battles, or are a central theme of the game and therefore are intended to form a bond with the player.

Companion Gameplay purpose Intelligence Attachment level
yorda.jpg Yorda in IcoTo be rescuedGeneral wandering, object avoidance, local route finding - lack of any direction or purpose until a cutscene script takes over. Talks in strange unintelligible language.Quite high to begin with, followed by a trough when you realise she's actually quite annoying - e.g. inability to avoid being dragged away by the “shadows” that come after her. In the end you strangly feel attachment again, when she's taken from you - a sort of attachment due to persistence, an annoying friend that won't go away.
alyx.jpg Alyx Vance in Half-Life 2Cooperative playObject avoidance, combat, use of terrain and cover, blind fire etc. Helping with level progression tasks and capable of showing excitement, dismay and anger.Reception seems good from players, although some complaints about dialogue spoiling the effect with repeated and nonsensical chatter
dogmeat.jpg Dogmeat from Fallout 3Cooperative playDogmeat warns the player of danger, can be sent to search for items and distract enemies in battle.Not such a good response from gamers on Dogmeat - he is not strictly required to play the game and can get in the way in battle situations. Also seems a little contrived as he miraculously appears when you need help.
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  • Last modified: 2009-01-22 14:50
  • by davegriffiths