Posted November 01, 2017
Regarding summons in games that have them:
1. Should Summoners be their own class (who typically gets nothing but summon spells), or should summons be spread out between other spellcastes (who typically do more than just summon)? Examples of Summoners being their own class include Wizardry Empire series, Wizardry Summoner, Elminage series. Examples of summons being distributed between classes include Bard's Tale 1-3, Baldur's Gate/Icewind Dale eeries, Wizardry games (5+ and others not listed here; doesn't apply to 4 because there's only one PC class available).
2. How long should summons last? Do you prefer them to be temporary spells, typically lasting for one battle (in games where many spells normally wear off at the end of battle)? Or do you prefer longer lasting summons, which typically last until killed or (in some games) you return to town? Or maybe you prefer to have Final Fantasy styles summons, in which summons are really just standard spells with fancy animations? Examples of temporary summons include Wizardry
5-8 and the Wizardry Gaiden series, Baldur's Gate and Icewind Dale series, Elder scrolls series (Battlespire/Morrowind onward). Examples of longer lasting summons include Bard's Tale 1-3, Wizardry Empire/Summoner/Elminage (same ones where Summoner is its own class), Geneforge series (shaping is basically summoning with a different name), and Wizardry 4 (summons here aren't the result of spells, but rather are done at specific locations in the dungeon).
So, what are your preferences here? I personally prefer to have summoners not be their own class, and for summons to be long lasting.
Edit: Thought of another question: Should summons be controllable by the player, or should they act according to AI? I happen to like them being AI controlled, as long as they don't have resource constraints (or you can just summon another if they run out) and the AI is simple but functional.
1. Should Summoners be their own class (who typically gets nothing but summon spells), or should summons be spread out between other spellcastes (who typically do more than just summon)? Examples of Summoners being their own class include Wizardry Empire series, Wizardry Summoner, Elminage series. Examples of summons being distributed between classes include Bard's Tale 1-3, Baldur's Gate/Icewind Dale eeries, Wizardry games (5+ and others not listed here; doesn't apply to 4 because there's only one PC class available).
2. How long should summons last? Do you prefer them to be temporary spells, typically lasting for one battle (in games where many spells normally wear off at the end of battle)? Or do you prefer longer lasting summons, which typically last until killed or (in some games) you return to town? Or maybe you prefer to have Final Fantasy styles summons, in which summons are really just standard spells with fancy animations? Examples of temporary summons include Wizardry
5-8 and the Wizardry Gaiden series, Baldur's Gate and Icewind Dale series, Elder scrolls series (Battlespire/Morrowind onward). Examples of longer lasting summons include Bard's Tale 1-3, Wizardry Empire/Summoner/Elminage (same ones where Summoner is its own class), Geneforge series (shaping is basically summoning with a different name), and Wizardry 4 (summons here aren't the result of spells, but rather are done at specific locations in the dungeon).
So, what are your preferences here? I personally prefer to have summoners not be their own class, and for summons to be long lasting.
Edit: Thought of another question: Should summons be controllable by the player, or should they act according to AI? I happen to like them being AI controlled, as long as they don't have resource constraints (or you can just summon another if they run out) and the AI is simple but functional.
Post edited November 01, 2017 by dtgreene