Counselor
Other (objects, etc.) entity
Player has one or more characters almost constantly nattering what they should be doing or how to do it.
97
games
28platforms
Alternate names: Instructor, Operations officer
XBOX1 2017-08-08
WIN 2011-11-22
WIN 2011-01-26
SCD 1995
WIN 2009-06-23
WIN 2003-02-01
PS3 2011-10-18
GC 2002-11-28
PS2 2006-04-20
GC 2006-10
X360 2010-01-05
AGA 1994
These can be characters who tag along, but more often they're on the other side of a radio, sometimes they're tiny magical creatures that can thus "naturally" travel in your pocket or otherwise avoid dangers of the protagonist's life.
Unfortunately these are often done poorly, or at least prattle at such a frequency that noticeable number of players wish they could make the "counselor" shut up for just a moment. More useful to younger people who like the guidance, as they may have trouble discerning the what-now bit by themselves, but for more mature players they're usually less enjoyable.
This can be sometimes excused with the "counselor" character's impatience or to deliver the illusion of hurry even when the game will leisurely wait for the player to arrive at set locations before anything real happens. The latter case is more easy to identify while the former is easily "mistaken" with unnecessarily high reminder frequency, neither really has any bearing on the use of this tag, however.
Notes:
* Can be combined with the companion tag when they do more than just talk.
Future:
* Tag strength has little meaning for this, though max value could be used for the most chatty cases while anything below just fills in the necessary but does not badger the player (much) after the initial statement.
Unfortunately these are often done poorly, or at least prattle at such a frequency that noticeable number of players wish they could make the "counselor" shut up for just a moment. More useful to younger people who like the guidance, as they may have trouble discerning the what-now bit by themselves, but for more mature players they're usually less enjoyable.
This can be sometimes excused with the "counselor" character's impatience or to deliver the illusion of hurry even when the game will leisurely wait for the player to arrive at set locations before anything real happens. The latter case is more easy to identify while the former is easily "mistaken" with unnecessarily high reminder frequency, neither really has any bearing on the use of this tag, however.
Notes:
* Can be combined with the companion tag when they do more than just talk.
Future:
* Tag strength has little meaning for this, though max value could be used for the most chatty cases while anything below just fills in the necessary but does not badger the player (much) after the initial statement.
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Games by year
The first Counselor video game was released on March 12, 1992.
Nintendo, Codemasters and Kalypso Media Digital published most of these games.