~~Turkish proverb
When I started playing World of Warcraft in June of 2006, the first character I created was a Dwarf Hunter named Oakheart. Back then, you first learned how to tame creatures at level 10. I picked an Ice Claw Bear--much like the bear and hunter in the Vanilla Cinematic--tamed him (notice, not "it") and named him Arcturus, "Bear Guard," because he fought and guarded me from hostiles.
When I started playing World of Warcraft in June of 2006, the first character I created was a Dwarf Hunter named Oakheart. Back then, you first learned how to tame creatures at level 10. I picked an Ice Claw Bear--much like the bear and hunter in the Vanilla Cinematic--tamed him (notice, not "it") and named him Arcturus, "Bear Guard," because he fought and guarded me from hostiles.
When I started playing Star Trek Online, I had a whole bridge crew to command and befriend. Even though I increased in rank (level) and gained access to "Epic" crew members, I held on to my original officers. They had backstories at least as detailed as my actual characters, Rowan and Locke. Before I unsubbed, I was even looking in the exchange (auction house) for epic officers of the same races that I could transfer my Bridge Officers' identities to.
Now imagine my delight when I found that Star Wars, the Old Republic, is going to have fully interactive companions that I could talk to, not just envision talking to. It's been said by others, but I do believe that, coupled with the storylines, companions will bring a added sense of immersion that even playing with other players cannot bring. Syp enthused about the subject a month or two ago, when the accompanying video was first published on the SWTOR site.
The developers at BioWare seem to be fully cognizant of the reservations people may have about playing with the companion characters in a massively multi-player environment. William Wallace, Senior Game Designer:
- How do you make each player’s companions unique in a world where other people are experiencing the same story with the same companions?
- How do you make companions a critical part of the player’s combat without stepping on the usefulness of other players?
- How can you make a companion character that is easy to control for players who don’t want to micromanage abilities, while also offering complex options for players who enjoy that style of gameplay?
While I'm not completely sure the toggling of companion abilities in the UI is innovative (actually I'm sure it's not), I welcome the companions having a similar range of abilities to my character. That they are strong enough to round out a group if we're short a player is wonderful.
Scarybooster tried to flirt with his companion right off the bat, but got shot down. As was mentioned in the video, romancing some of your companions is possible, but you will need to woo them for a while, Scary. Some people might find it creepy to romance or develop an emotional attachment to a computer character, but Geordi LaForge did it. [EDIT: Hunter just posted his impressions of companions, as well.] I look forward to the inevitable attachment I will feel toward my characters and my companions. I will care about their fates, develop backstories for them that may or may not completely match up with the lore of the game, and have fond memories of our adventures together.
Some players have said they want to make their own stories, they don't want stories made for them by BioWare or any other developer. I don't think they appreciate the quality of this storytelling. I guess they're entitled to their feelings on the subject. As for me, I like writing my own stories, I also like reading the stories of other authors, and watching movies or going to a play. SWTOR is not a sandbox, but neither is it passive entertainment. Sandboxes can be fun, but so can themeparks and story-driven games.
Do I think this dependence on companions will hurt SWTOR's community? I honestly don't, for people will get a chance to group not because they have to, but because they want to.

