Cognisant
cackling in the trenches
- Local time
- Today 9:39 AM
- Joined
- Dec 12, 2009
- Messages
- 11,393
This kind of power dynamic where a really powerful character is stuck with and can't really do anything to directly influence a far less capable character could be great for a videogame. Of course it could also be extremely annoying if the character you're essentially escorting doesn't act intelligently to avoid harm. Rather you want the intelligence to be the main source of the player's problems, your escort character is the one leading you around and has its own goals and desires. It might be easier to kill everything that's a potential threat but doing so will damage the relationship with the escorted character and your character's relationship with them determines the degree of influence you have over them.
Compare/contrast this with how Bethesda's Fallout games give your character family members that your character cares about and the game expects you to play along but you don't care because they're not your family, you're not in the headspace of your character. Whereas Farcry 3 did a fantastic job of making the player inhabit the same headspace as their character, when the game starts you're a bit lost and confused and not confident in combat but as you progress through the game you become more competent at it and likewise Jason becomes more of a warrior. There's a poignant part where Jason meets up with his friends and they're glad to see him and he's glad to see them but something's off and this sense of distance increases as the story continues, he's changed but they haven't and they don't understand what he's becoming.
Imagine you're playing an open world game like Fallout III but you can't go where you please, you have to escort someone and they're leading you through the world and interacting with the people it in a natural human (albeit scripted) manner. The player naturally fits into the role of being this outsider, something powerful but on a leash, frustrated by the limitations, having to play along and play nice to try and regain some control over its situation. And if the character you're escorting has goals and desires and motivation they could actually be quite interesting and as you follow them around you become engrossed in their story, both as an observer and a participant, having to make interesting choices about when and how to intervene as events unfold.
Suppose you're in a large complex and you can see an ambush prepared a few rooms away (one of your vision modes lets you see through walls as though they were glass) but the character you're with has no idea what's up ahead. If you look at the enemies with the walls-are-glass vision mode and press the talk button your character warns the other that there's an ambush up ahead and they may or may not believe you depending upon how trustworthy you've been so far. Alternatively you could offer to scout ahead and just go murder them, maybe hide the bodies to hide what you've done, or let the character find them, each may affect their state of mind in various ways. Or you could not say anything, watch what happens, these enemies might not be the shoot-on-sight kind they might be police looking to make an arrest which could take the story in a different direction, or a last minute intervention could make the person you're escorting more willing to accept violence committed on their behalf, after all you saved them, wasn't that heroic?