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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 |
---|---|---|---|
![]() | To be rescued | General 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. |
![]() | Cooperative play | Object 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 |
![]() | Cooperative play | Dogmeat 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. |