JarlFrank
I like Thief THIS much
... A cool module like Swordflight deserves proper party control.
However much FPC might have benefited NWN in general, I am not sure it would really fit with Swordflight, where the primary companion is supposed to be something of an idiot and thus a burden and additional tactical challenge for the player to deal with. Swordflight was specifically designed to work with, and was partly inspired by, NWN's major limitations.
There is no tactics when all you control is a single character and your companion acts like an idiot, and the game essentially plays like slow Diablo except less flexible in its options. There were several instances where I was frustrated by the encounters because of how challenging they are, but NWN's combat is just so shit there's no fun in overcoming the challenge. FPC would do a LOT to improve that. The only "tactics" I get to do when playing as a fighter-rogue is deciding which enemy to focus on, and when to chug a potion. It's boring gameplay. It would be infinitely better with party control.
In fact, I got stuck at one place in Swordflight 3 (I think it was 3) because of some undead creatures that are almost impossible to beat, and the companions are too retarded to be of any real help.
There were many situations in the Swordflight series where I thought, hey, this encounter would be a lot of fun if I had a proper party at my disposal and could use actual combat tactics. Instead they were kinda tedious because it was such a gamble, hoping they'd use the right spells.
...the combat is just shit because your party members are retards who get themselves killed. NWN has the worst combat in any RPG ever made, in the entire history of RPGs.
Retarded party members and the associated issues is not a problem unique to NWN but is true of every non-FPC game I can think of (unless they either do not have companions at all or the combat is so ridiculously easy no one could be killed by it - either of which could be a problem in its own right) including some games like Fallout and Arcanum that are widely considered to be among the greatest RPGs of all time. Obviously someone who considers the lack of FPC to be a deal-breaker would not want anything to do with NWN (and presumably also not Fallout, Arcanum, Elder Scrolls games and many others), but compared to other non-FPC games specifically, I find NWN's combat system to be relatively quite good, and much more tactically interesting than most. It is even better than some really badly implemented games like NWN2 and Dragon Age: Inquisition that technically have FPC but implemented in such a kludgy and generally poor way that they would probably be better off without it.
I don't mind it in Fallout and Arcanum, strangely enough, and Elder Scrolls games are fun too because their systems are designed around single char gameplay.
NWN is extremely slow, probably the slowest RTwP combat I've ever played. Arcanum's real-time combat, on the other hand, is over extremely quickly and there's also a turn-based mode for harder encounters. Moreover, those games are designed to be fun as single character games. One character is able to go through most combat encounters with the right skills and equipment. Due to D&D's class based system, single chars are much less flexible. If you play a fighter you don't get spells, if you play a mage you are squishy in melee, and if you want a realistic chance at opening locks you need to be a rogue. Class based systems aren't very good for single char games.
Fallout, Arcanum, Elder Scrolls, Age of Decadence, ATOM RPG, they're all using classless systems that give you more flexibility. D&D is a system made to be played with a party.
The only way I can see NWN being fun as it is, is with a 2E style dual- and multiclassing system, but multiclassing in 3E works differently so it isn't as viable.
NWN just feels like playing Diablo to me except it's less dynamic and flexible and 10 times slower. The only way it's even bearable is to use Cheat Engine's speedhack, but that doesn't fix the blandness and non-tacticalness of the combat.