Posted October 27, 2023
With the Geneforge 1 remake being on sale and me thinking of playing it, I've started thinking about one of the major mechanics of that game, which is what I'm calling long-term summons.
First of all, some terminology:
* By "Summon", I'm referring to how they're typically implemented in WRPGs. You cast a spell (or perform a certain task), and you have a new ally, who may or may not be under your direct control (the implementation varies by game).
* A "long-term summon" is one that doesn't go away with time. It may be possible to dismiss such characters, and their death might be permanent (though generally nothing prevents you from just recasting the spell to summon a replacement), but otherwise you can keep them as long as you want.
Examples of games with long-term summons:
* Bard's Tale series, especially classic 2 and 3 where you can save them at the Adventurers Guild along with your other party members
* Wizardry 4 (though they go away as soon as you touch a pentagram, and you can only summon at a pentagram)
* Geneforge series (Shaping is really just summoning with a different name) (note that, except in the remake of 1, they can level up, though I don't like the way that was implemented)
* Elminage Gothic has an ability that lets you turn a summon into a regular party member, though at that point the character no longer acts as a monster and is reduced to level 1. (Even then, a non-permanent summon still won't leave as long as it doesn't die and you don't leave the dungeon.)
So, thoughts on this mechanic? (And any other interesting games that use it?)
First of all, some terminology:
* By "Summon", I'm referring to how they're typically implemented in WRPGs. You cast a spell (or perform a certain task), and you have a new ally, who may or may not be under your direct control (the implementation varies by game).
* A "long-term summon" is one that doesn't go away with time. It may be possible to dismiss such characters, and their death might be permanent (though generally nothing prevents you from just recasting the spell to summon a replacement), but otherwise you can keep them as long as you want.
Examples of games with long-term summons:
* Bard's Tale series, especially classic 2 and 3 where you can save them at the Adventurers Guild along with your other party members
* Wizardry 4 (though they go away as soon as you touch a pentagram, and you can only summon at a pentagram)
* Geneforge series (Shaping is really just summoning with a different name) (note that, except in the remake of 1, they can level up, though I don't like the way that was implemented)
* Elminage Gothic has an ability that lets you turn a summon into a regular party member, though at that point the character no longer acts as a monster and is reduced to level 1. (Even then, a non-permanent summon still won't leave as long as it doesn't die and you don't leave the dungeon.)
So, thoughts on this mechanic? (And any other interesting games that use it?)