Speaking of the party, while the player is represented by a single character,
other characters can be hired or will volunteer to join the party as the game
progresses. The party can grow to up to eight characters, and the player
can control the party's marching order and formation. The level of
aggressiveness and target preference can be set for each character so that the
player does not have to frantically give orders to each individual character
during the heat of combat.
Probably the most unusual character players will have the opportunity to add
to their party is the pack mule. Pack mules solve the inventory management
issue which plagues RPGs and forces players to constantly decide which items to
keep and which to leave behind. Should the player fill up the pack mule's
expansive inventory space, a handy 'Transmute' spell allows the player to convert
items into gold, although not at the value that could be obtained by selling the
item at a shop. The pack mules are very handy, but they do come with their
own problems. They tend to lag behind the party, which helps to protect
them from attack most of the time. However, attacks from the rear come
often enough that the pack mule is often hacked up before the player party can
reach it in time. Expect to use most of your 'Resurrection' spells on your
pack mule instead of your party members. Another issue is that it is often
hard to get your pack mule to join the party on small platforms and elevators.
The platform will whisk the party onwards only to leave the mule behind,
requiring the player to wait for the platform to return in order to move the
pack mule along.

As an action/RPG, Dungeon Siege is heavy on the action and light on the RPG.
The game's plot is pretty basic and serves more as a motivation to move the
party from one location to the next than to make the game an immersive
experience. The linear plot does fit into Dungeon Siege's linear world,
which for all its beauty keeps players on a steady course from place to place,
without any leeway to explore a wider world as in most other RPGs. There is
also not much motivation to backtrack to revisit locales or in case a sub-quest
was missed. There is no random generation or re-generation of monsters,
and the only way to return to previously visited locales is to trudge back the
entire way on foot. This is probably a consequence of Dungeon Siege's "no load screen" design, which while saving a player from the annoyance of waiting
for locations to load will make many players miss the various spells and other
methods usually provided in RPG games to move between major locations.
The "no load screen" design also seems to have had an affect on the game's
automap. The automap is convenient, supports zooming, and allows the
player to give movement and attack orders from within the automap - very
convenient for targeting enemies in heavily wooded areas. However, the
area displayed is limited to the party's vicinity. There is no way to
scroll the automap to determine where the party is in relation to anything else
or to look for missed passageways.
The combat in Dungeon Siege is often furious, as the game likes to throw
hordes of monsters at the player. Unfortunately, the monster AI is pretty
basic and the attacks consist primarily of head-on charges or stationary standoffs from
the monsters with ranged attacks. Groups of monsters do not work together
at all - instead it seems that they tend to focus their attacks on a single
party member oblivious to anything else going on around them. They also lack
any kind of situational awareness - large groups of monsters will mill about
when slowly approached by the party, completely unaware that a couple of their
comrades on the flank are charging into battle.
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