Brian Fargo hates obvious companions so his RPG has no annoying sidekick

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Featured image Brian Fargo hates obvious companions so his RPG has no annoying sidekick

We’ve all been there: playing a game where your sidekick is less an assistant and more an insistent, annoying commentator. Whether it’s the ever-loathed Navi in The Legend of Zelda or the notoriously irritating sidekicks in other titles, poor companion design can turn what should be an immersive experience into a slog.

But when we look at upcoming titles like Clockwork Revolution, there’s a refreshing promise of thoughtful character interaction. This is partly thanks to Brian Fargo, the founder of inXile Entertainment and a veteran of the Fallout universe, who is setting a new standard for companion design.

Fargo recently reassured fans about the companions in Clockwork Revolution, emphasizing his deep aversion to companions that merely point out the obvious or over-hand-hold the player. He stated plainly: “I LOATHE companions that point out the obvious because they think players are dumb.”

Instead of constant exposition, Fargo and the development team opted for a more subtle approach. Their companion, presumably Prentice (the flying automaton described by Xbox Game Studios), is designed to speak only when necessary—when it knows something you can’t, or has something genuinely funny to say. This restraint means these characters are kept rare on purpose, allowing player actions to dictate the flow of information rather than forced dialogue.

This design choice isn’t arbitrary; it stems from a core philosophy rooted in retro game design and how Fargo believes players should be treated. His approach dates back to the 1980s, where he maintained that even when the audience was younger, they were always treated with intelligence. He argues that this mindset explains why older games often feel more challenging—they demanded greater engagement from the player.

By embracing complexity and subtlety over constant hand-holding, the team aims to give players an experience where character development is earned, not simply delivered. While we eagerly await Clockwork Revolution in 2027, this commitment to nuanced companionship suggests that next-generation RPGs can focus on meaningful interaction rather than irritating presence.