I offered an idea on the Beamdog forums about AI in NWN and got the same inflexible responses. "We want total party control" blah blah. Same shit that's already been done in many other games. Why not try to enjoy a different experience or something new?
Both things have been done before. The downside of a lack of party control is that there has yet to be made a partymember AI that isn't STUPID. The downside of simply substituting for the problem with total party control is that the player can make characters do things they probably wouldn't do. I would argue that both of these cases are undesirable extremes, with the drawbacks of the former being generally worse than the occasional abuse a player may come up with, since having your game earn infamy for its Stupid Party AI is probably worse than the occasional moment in which a player marches a partymember to its death or robs them. You could, of course, try to catch these cases, by having a balance, where partymembers obey the player when their morale is high and go off the rails when not.
Tying AI behaviors to the D&D character sheet so companions act autonomously has been done before? Where? I didn't think it had been.
Anyway, my idea isn't to just have stupid companions (although Intelligence can play a role, no doubt.) It's about having companions that act on their own interests and behalf. You can't just take your Evil Drow Cleric and say, "Hey, you're going to stand right there and cast a spell WHEN I TELL YOU. Got it?" You'd have to respect all the characters in your party. In other words, it's more of an adventure sim with "real" companions, rather than the player being the "omnipotent authority figure" as Jaheira so lovingly points out in Baldur's Gate.
The AI in my idea would also have Overarching Tactical Options that the player can still set. Tell the Drow Cleric to conserve her spells, she will (begrudgingly) listen. Probably. Of course most Good characters will want to do all they can to help. But maybe a Chaotic Evil Wizard in your Good-aligned party decides he wants to just stand back and watch in the next battle. But when he does participate, he's deadly and knows his way around a grimoire. Do you keep him around or send him off for his lack of trying? That would be more of a scripted, story personality, so each character can have different quirks like that. Combat AI would be separate, and it can be improved as well and based more on the character sheet.
Character sheet AI would mean that characters act and get bonuses according to their skills and stat scores. Some new things would have to be implemented from the 3.5 ruleset (Knowledge skills, etc.), and some tweaks would need to be made but those stat scores can reflect to a degree the AI of the companions you're with. So again in my example:
Evil Drow Cleric has a high score in Knowledge (Undead). When fighting an undead for the first time, she adapts quickly (good RNG roll), maybe even already knowing its weaknesses and acting accordingly. Maybe the undead creature can level drain you, so she casts a spell to prevent that before it even gets a chance to do it. Alternatively, if she doesn't have knowledge of undead, maybe she tries something else that is in the "less efficient" RNG pool of spells she can cast. If you want to take it even further, a separate Bestiary of knowledge can fill out the more you fight certain types of enemies (Lords of Xulima has this.) So even a low-Knowledge score can eventually, over time be overcome by fighting enough of the same creatures. But that would take time and would be less efficient. And higher Intelligence scores (wizards, etc.) can hasten that process, giving you a reason to maybe take a couple higher INT characters as well. Or even role a Fighter type with a few points of INT as an alternative build...
The main idea would be to have the companions have their set, mostly static personalities that they act accordingly by, with less input from the player. You would have to rely on your companions, for good and for bad. It's no different than RNG that's already in D&D CRPGs, except that it extends to your companions. It would add unpredictability, both good and bad, and more of a sense that you are just a cog in the grand scheme instead of again, the omnipotent, all-seeing, all-doing God character telling everyone what to do to a tee.
It would have to be done well and with a careful hand, but I'd love to see it. At the very least it would be a refreshing change of pace from the Total Control CRPGs we are used to. Just my 2. (Sorry for the thread derail, just saw this post.)