And that depends on many variables, like how good are this characters writen.
It's a fucking Bard's Tale we are talking about. Not Numanuma. Not Ass Effect. Bard's Fucking Tale, fourth of that name. Remember that series?
Yes i remember and it was my first RPG. And since then many new things have happened and were developed. Sorry, but i didn't play Numanuma very far into the game and not even the Ass Effect, therefore i don't go into this path of argumentation.
But also thank you for remembering that i wanted to point out that you should use Bard's Tale explicit and not write so generalising like you did and how it play into this:
You don't start with a full custom party out of the box as is the only proper way.
I never realized there was one proper way to do RPGs. Thanks for pointing this out, now I see games in a different light!
So let me correct your statement with: You don't start with a full custom party out of the box as is the only proper way in the Bard's Tale series.
Now that makes more sense overall, but still this is not a necessary requirement for the BT IV.
Would be PST still as good with blank slates as it was with the different interesting characters, that you could recruit into your party?
Were PST a proper Planescape D&D RPG designed around real D&D rules, combat engine and thoughtfully placed encounters, and not a visual novel with trash mobs thrown in as an afterthought, yes, I'd rather have a real party, thank you very much.
How about the characters in BG I and II did they take something away from the experience?
They wished they could, but thanks to the multiplayer exploit they failed and I get to play with a proper party. As far as an RTWP IE game can be played, at least.
Sometimes even a character that no one likes can be a driving vehicle for the story
Who cares? Not I.
by ruining it.
Concerning real party: Nowhere it is written that you cannot build all party characters from scratch. It is just written that at the beginning you just start with one premade character that you can later change.
None of this was a argument or a rebuttal to presented arguments by example of companions as a world building and supportive narrative means, that are here in high regards, but what i get from your post is your opinion: PST characters were shit, because they were premade and the entire game was not good, because it was to much like an interactive novel in the Infinity engine (RTwP and no correct ADD2nd edition rules) that deviated from the Planescape setting. I hope that doesn't misrepresents your opinion and my reading of this first sentence is correct. Can you verify or falsify this so that i can structure my argumentation for expansion of narrative elements like the companions with their history as a part of world building?
Then i ask you what do you get if you get rid of all storytelling elements?
Btw. 2017 was the most successful year for D&D according to someone who listened to the talk of the WotC CEO. I wasn't there so i cannot confirm this.
I wouldn't cite the IE games here, too easy to break. Still, most times you'd probably not play without a thief and a cleric unless intentionally gimping yourself/ lots of meta knowledge. Also IE games made it easy to outlevel things with small parties which encourages different setups.
The Fallouts on the other hand never depended much on the characters, they were mostly a liability, or at least not required in FNV. You may have any number of goons tagging along or not, they're mostly for shits and giggles.
A game with predefined characters of a greater number than BG will be hard to find though. Compared to modern games, their reactivity was still pretty low, which allowed for more of them, or at least it made sense to add more of them. There's really no point in forcing companions on the player if they're not deeply reactive, and in BTIV, we'll have 6 PC's.
I played in BGI and II mostly warrior type, but since i played mage the cleric would be also a viable character for me. In Fallout 1 there were an liability in the late game, because you couldn't give them armor and weapons. In Fallout 2 this changes quite a lot and Sulik with a super sledge and power armor was quite useful even at the end. Yes the companions were not a necessity in Fallout games, but most of them brought something forward and told in one way or other a story about the fallout world; even in Fallout 1, like Tycho.
I think that in PST the companions were quite more than shits and giggles. You are right that there were quite a lot of companions in BG, but i simply don't remember any of them (i have looked this just now up), besides Imoen, Coran, Xan, Xzar, Kivan, Khalid .
I agree that there is no need of forcing companions on the player, but companions can make the world more living and tell a specific aspect of this world. We currently don't know how much can we change the companions or if we can really make blank slates PCs according to our wishes.
This doesn't concern you mondblut and Sacred82, but others should carefully think about it:
The hypocrisy of licking Chris Avellone ass, like a Dog for his created companions and shitting at the same time at the concept of companions.