Hey you guys,
have you seen
Ken Levine's presentation and Q&A at BAFTA?
He talks quite a bit about what went into the creation of Elizabeth, the player's companion in Bioshock Infinite.
I'm only fourty minutes in - if it turns out this video is horrible afterwards, my apologies - I doubt it from what I've seen it, thoughKen Levine (of System Shock 2 fame) is a pretty smart person, as is evident also from the great series of
Podcasts they've done.
And if you still don't have enough, there's an
interview with him from RPS that's absolutely fascinating, if only because it says so much about the interviewing process
via RPSBut really, this should be about the creation of good AI companions. Which games in the past had good ones, and where did others fall short? Are you planning on having something like that in your game, and if so, how do you approach the creation?