Games where your 'class' changes how NPCs treat you

Choosing a class is usually one of the first decisions you make in a game, but how much difference does it really make? For some games, eg Baldur's Gate 3Such a choice can lead to major consequences, while other games may not mention it. When a game takes the time to add NPC acceptance of the choices you make in character creation, it feels almost revelatory, like you're fully part of the world you're playing in. There are some great examples of this. hunting Since 2017, Star Wars: The Old Republicand, of course, Baldur's Gate 3.

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RPGs where role-playing is about more than statistics

Nice stats are nice, but the real deal is in the huge options and dialogue options in these RPGs that emphasize role-playing.

By weaving class identity into the fabric of story and dialogue, developers create something that feels authentically responsive to who you are, not just what you've done. While not all games have traditional “classes,” some still find ways to incorporate your abilities or background into the story you're playing.

9 Match the games to the grid.

9 Match the games to the grid.

Baldur's Gate 3 (and basically every other CRPG)

From table to screen, player agency is key to maintaining

CRPGs build on the foundation laid by tabletop RPGs Dungeons and Dragons and Pathfinder. A big part of what they set out to do (and thus often what makes them special) is simulating a tabletop experience. There is some difficulty in doing this in the video game medium—games are limited, set series of events dictated by the code that makes up the game, while the tabletop is limited only by the player's imagination. Over the years, CRPGs have, by and large, tried to match the level of improvement and vulnerability. Dungeons and Dragons Session through various dialogs and questlines based on your class, background, and stats.

As one of the biggest and most popular CRPGs out there, Baldur's Gate 3 No difference. Players have a large number of dialogue options tied to their classes, and NPCs all respond accordingly. Bards can wear insulting quips or perform with other bards, paladins get choices related to their oaths and Oathbreaker paladins can break them, and more. Your friends also take note of your class, warlocks get special notice from Wyll, and wizards have a friendly rivalry with the wizard Gale.

Baldur's Gate 3 There are so many different NPC interactions based on your class (or classes) that it becomes a daunting task to even try to think of them all. It's a testament to Larian's dedication to making every playthrough feel unique — no effort has been spared when it comes to making the player feel like they belong in the world.

Vampire: The Masquerade – Bloodlines

Total loyalty determines abilities and relationships

The biggest difference between the playable characters, than the classes Vampire: The Masquerade – Bloodlines What clan do they belong to? For most clans, the campaign proceeds the same way anyway, but with optional dialogue or options; NPCs react differently to you, and you can react differently depending on your clan.

Each clan has specific disciplines that allow them alternative approaches to encounters, such as the Tremere and Ventrue achieving mastery, which forces victims to think or act according to their will. Clans also have unique shelters available to them, acting as hideouts for the player, and some tutors are even clan-specific, unless you're using the unofficial patch, a mod that significantly changes the game through cut content restoration and bugfixes.

The most significant changes come when playing as either a Malkavian or Nosferatu. Having Nosferatu also changes the way the game is played, forcing players to navigate through sewers to avoid being seen on the streets for fear of discovery. A large contingent of NPCs hate Nosferatu for their presence and will comment on it or otherwise react in unpredictable ways. Questlines may require a different approach, as it's not always possible for Nosferatu to take a direct approach to talking to people.

Malkavians, on the other hand, are cursed with insanity and insight. in Vampire: The Masquerade – BloodlinesThis shows in many ways, including a completely different script for dialogues compared to other clans. Player dialogue is awkward, often makes little sense at first blush, and NPCs find your behavior abhorrent. One of the nicest touches the Malkavians get are the “voices” that whisper to you throughout the game. These sounds can tell you something about a character or what they're saying, but they're rarely something that can be directly reacted to.

Overall, playing as each clan offers something compelling that's its own, making multiple playthroughs worthwhile if you like the game.

The Hunt (2017)

An alien invasion is a serious matter

There is no real “class” system The Hunt (2017)But Arkane Austin found many other ways to incorporate your gameplay into the way NPCs and the world react and interact with you. The decisions you make—down to the abilities you choose—change the way you perceive.

This is especially true for the Typhon alien abilities and their associated neuromods. Having more than two Typhon powers will attack the turrets on sight, as they recognize you as an alien threat. Additionally, using your Typhon powers in front of human NPCs will often turn them into immediate hostility.

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Both of these scenarios make sense, since the Typhon aliens are hostile. The aliens were initially housed on the Talos I space station and Pytheas for study, so any Typhon in the region should ideally be contained. Their presence out and about will usually be a serious threat, and to observers, the use of their power marks you as Typhon.

Although these assumptions are not comprehensive, their inclusion forces you to think a little more about the way you play the game and consider your approach to all aspects of the experience.

Dragon Age: Vilguard

Magic use comes with increased checks

Another case where the classes themselves are only effective in guiding NPCS interactions is in most cases, but with one big exception: mages. What in the world? Dragon Age: Vilguard Takes place in, mages are quite dangerous. The ability to use magic comes from receiving power from the Fad, a separate metaphysical realm filled with spirits and demons. That connection to the Fade makes them more susceptible to possession by said demons, so many different nations and groups tightly control the use of magic.

all Dragon Age The games have numerous dialogue options available to mages and mages alone, usually when an NPC is directly referencing a spell or spell. Of course, there is also the case of the Templars, who use special abilities to subdue mages. Due to the “oppressed and oppressed” relationship between Templars and mages, encounters with NPCs and opposing class characters can be contentious. A player character who is a mage may have special dialogue with an NPC templar or vice versa.

where Dragon Age: Vilguard Actually adds responsiveness to background-related dialogue. Many dialogue lines and NPC familiarity with the player character depend on Rook's background. Gray Wardens get special Darkspawn-related conversation points, and other Gray Wardens are related to you or know you. If you're a member of the Crows, you'll receive special dialog based on your affiliation with the organization and the work they do, and so on. While these factions may not be true “classes”, they come with different stat bonuses, gear, and dialogue, so they can, in some sense, be considered similar.

Mystical Ebb

Gunas become an expression of self

While it's true that a character's “class” is always “cleric”, what kind of cleric you are makes a big difference. Traits revealed to you as a voice inside your mind, controlling your character's available dialogue options and beliefs. Those expressions of self can argue with each other if your state distribution allows for it. A character with both high intelligence and high intelligence will see the inner scholar fighting against the more empathetic nature of the selfless worker.

And while on NPCs Mystical Ebb While these stats or personality traits may not be easy to understand at first glance, the way you interact with them will inform their reactions. For example, a high-powered character has more options for direct violence. Each stat has direct consequences on who you are as a person, and in turn changes how NPCs treat you.

Star Wars: The Old Republic

Whether you're a Jedi, a Sith, or a smuggler, this story is yours alone.

Most MMOs have different class-based stories and interactions, Star Wars: The Old Republic Takes thought to extremes. The base game has eight basic class stories, one for each class (four empires and four republics), but those class stories can be further modified depending on your character's light side or dark side nature.

Instead of a few quests here and there, your class quest journey runs the entire length of the base game, with dozens of hours of content based solely on those class quests. The main story and planet quests are less consistent across individual classes, but NPCs will mention things like your reputation, class, or other events in dialogue, even if they don't change the mission.

However, after the base game, the stories are very unified, with some expansions having only one or two (one for the Empire and one for the Republic) stories. The expansions maintain some separation between classes through slightly altered dialogue and the occasional class-specific side quest, but never to the level done in the base game.

It's less of a knock on expansion material than it seems. The amount of variety between classes is comparable to many other games, even MMOs; It's just that the original story was so amazingly diverse that the difference between the base game and the expansion content is stark. Don't let that put you off — there's enough class-specific content alone to fill several full-length games, and each one is extremely well done.

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