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In Baldur's Gate 3, the decision to have players control each squad member and summoned creatures might be intended to enhance strategic depth and immersion. In games that focus heavily on tactics and strategy, such control can allow for more nuanced and complex gameplay. It lets players execute specific strategies that might not be possible with automated controls.
Regarding the comparison with older RPGs, it's important to note that game design philosophies and player expectations evolve over time. What was standard in the past may not align with current trends or player preferences. Developers often experiment with different mechanics to offer new experiences or to challenge players in different ways.
The choice to limit who controls allies can also be a deliberate design decision to increase the game's challenge or to encourage players to think differently about combat and strategy.
It's also worth noting that 'Game of the Year' accolades often reflect a variety of factors, including innovation, graphics, storytelling, and overall impact on the gaming community, rather than any single gameplay element.
Your feedback is valuable, and game developers often take player opinions into account for future updates or sequels. If you feel strongly about this, you might consider providing constructive feedback directly to the developers, as many are receptive to community input.
Remember, every player has unique preferences, and what might be a drawback for one could be an appealing challenge for another. It's all part of the diverse world of gaming!
Ahhhh! fisherman burns to death. Guards come moments later..you have committed murder....really....thank God we don't have the ability to create our own bonfires at will. Could possible cause genocide talking entire civilizations. Leaving one in the middle of a town.
I didn't mind it in DA:O; works well with RTwP, and ALSO, of course, giving you the option to make that AI highly CONFIGURABLE by controlling all the settings for their AI options through scripts you could edit the variables in (should they be aggressive or defensive, etc., etc.)
Though TBH, I really tended to prefer using the AI for melee fighters and rogues, and keeping the spellcasters under direct control. And of course, you could do both.
But THIS game with the EXISTING AI? The same idiotic AI that sometimes governs allied NPCs or allied summons? No way am I giving THAT control of my party.