Jump to content

All in a Row: Difference between revisions

no edit summary
(update links)
No edit summary
 
Line 94:
:Unfortunately the NPCs' pathfinding ability is quite shoddy—making narrow maze-like areas a pain in the butt for players as NPCs tend to try to go down the wrong path to meet up with the PC (and usually Aggroing enemies, bad if they're squishy wizards) One of the reasons for ''Baludrs Ggate'' and other Infinity Engine games having such loose party formations is that they had a networked multiplayer mode in which each member of the party could be controlled by a human player (this was also the reason for the "Gather your party before venturing forth" message, to keep all players on the same map.) While awkwardly implemented in many ways, it was still pretty fun for a tight group of friends, and became the primary focus of Bioware's next game, ''[[Neverwinter Nights]]''.
* As well as ''[[Dungeon Siege]]''.
* The ''[[Phantasy Star]]'' series' entries (prior to the Dreamcast-and-later online [[Massively Multiplayer Online Role Playing Game|MMORPG]]s) all feature this trope. In ''IV'', you could even have a giant penguin follow you around in town, just for the hell of it.
* The ''[[Lunar]]'' games generally follow this rule, although the 32-bit remakes changed it to where the support characters were "swallowed up" into Alex or Hiro's bodies in hostile areas.
* The ''[[X-Men Legends]]'' and ''[[Marvel Ultimate Alliance]]'' games have you controlling one of four characters, and switching between them. The AI controls the others in single-player mode, and makes their movement a bit more natural-looking than the "duckling" behavior the trope describes, though they will (for the most part) stay close to you. They are ''[[Artificial Stupidity|usually]] smart enough to avoid walking off cliffs or into fires and so on.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.