There are a few things players do (and developers implement) that I don't get.
Recently saw some youtube vids on Fallout games and the guy who talked about them played New Vegas and Fallout 4 with companions following him everywhere. And I just don't get it. Having followers in first person RPGs is lame as fuck, all they do is cramp your style, especially in something as clunky as Bethesda's Fallouts where they only get in your way when you wanna shoot at the enemy.
I don't get the appeal of having companions in first or third person action RPGs, yet devs keep implementing them and players apparently like it. New Vegas, Skyrim, Fallout 4 all have companions. Elex has companions. Chances are, if you play a modern action RPG there are companions you can recruit to follow you around.
Everyone hates escort quests, but companions in those kinds of games are cool? How? It feels like having a constant escort quest character tagging along with you. You have to babysit your companions to make sure they don't suicide themselves and it just makes the game more stressful and annoying. There are zero gameplay benefits to having an uncontrollable AI companion tag along with you in an action RPG. You can't coordinate your attacks with your companion in most of these games, so it's not like you can involve them in tactical approaches. Once the enemy spots you, your companion's AI will just derp out and go on a frontal attack, and if you don't want him/her to die you have to also run forward and do your best to prevent the enemies from killing the retard.
I'll never understand the appeal of companions in action RPGs.
Are there any features/habits in RPGs that you don't understand the appeal of?
Recently saw some youtube vids on Fallout games and the guy who talked about them played New Vegas and Fallout 4 with companions following him everywhere. And I just don't get it. Having followers in first person RPGs is lame as fuck, all they do is cramp your style, especially in something as clunky as Bethesda's Fallouts where they only get in your way when you wanna shoot at the enemy.
I don't get the appeal of having companions in first or third person action RPGs, yet devs keep implementing them and players apparently like it. New Vegas, Skyrim, Fallout 4 all have companions. Elex has companions. Chances are, if you play a modern action RPG there are companions you can recruit to follow you around.
Everyone hates escort quests, but companions in those kinds of games are cool? How? It feels like having a constant escort quest character tagging along with you. You have to babysit your companions to make sure they don't suicide themselves and it just makes the game more stressful and annoying. There are zero gameplay benefits to having an uncontrollable AI companion tag along with you in an action RPG. You can't coordinate your attacks with your companion in most of these games, so it's not like you can involve them in tactical approaches. Once the enemy spots you, your companion's AI will just derp out and go on a frontal attack, and if you don't want him/her to die you have to also run forward and do your best to prevent the enemies from killing the retard.
I'll never understand the appeal of companions in action RPGs.
Are there any features/habits in RPGs that you don't understand the appeal of?