http://www.gamasutra.com/view/news/36637/GDC_Europe_Obsidians_Five_Hard_Lessons_Of_RPG_Design.php
What do you think?
Some highlights:
Randomized Checks lead to player reloading
When it comes to randomized lockpicking/hacking/speech/crafting etc., "All it causes is this: 'Yay! I'm gonna reload the game!' There's nothing to prevent me from reloading. Any of these checks where there's something important on the line... It just results in degenerate gameplay behavior."
A possible solution for poor Companion A.I.
In Dungeon Siege III, Obsidian changed the game so that the AI-controlled companion characters do 25 percent damage and take 25 percent damage. It's an improvement over the characters in Fallout New Vegas because "they're still there and doing something, but you don't have to babysit them and the player still feels like they're doing something."
With companion NPCs, in games like FO3 and FNV, sometimes they can be really effective at killing enemies (Boone), or set to be essential (FO3), in both of which cases it feels like playing in God Mode, and sometimes combat can get boring if your companion is killing everyone. At the other extreme, they behave stupidly and quickly die.
As a result, I enjoyed picking up companions for their dialogue and quests, but usually I would not bring them along adventuring.
Sawyer's idea about reducing their damage to 25% and the damage taken by an equal measure sounds like an interesting solution.
