Well, last night I thought I didn't have much to add to this thread, as I felt the first 2 posts had said what I would have said, but on second thought maybe I can add a little something (namely, the third point below).
Here are some of the issues with conversation cutscenes at the moment, that related specifically to Multi-Player (there are also issues related to not being able to behave like a party, but this affects Single-Player and Multi-Player equally).
- Need to actively click to join a conversation. When a friend initiates a conversation with an NPC, we need to hover the mouse over their characters and click to join in the cutscene.
This is tedious. We should be able to activate an option to automatically join.
- Missing out the first lines of conversation. When a friend initiates a conversation, the NPC will be the first to deliver a line of dialogue, and will start talking immediately. Even if we try to join in as soon as possible, we are likely to miss half the first line spoken by the NPC.
This is poor experience. Why do I get less cinematic and voice-acting content than my friend when I'm in the same conversation ?
- Not seeing the dialogue lines chosen by our friends. When our conversation-starting friend has a choice between dialogue options, and chooses one, we don't know what they chose.
One way to know what they chose is to ask them after they've chosen. Or better, ask them to announce their choice before going for it. And do this for every single choice.
Another way to know is to super-impose the Conversation History Journal on top on the conversation cutscene. So we lose out quite a lot on the cinematic aspect.
This is again poor experience. I have the choice between two bad options, either slow down the game and ruin immersion, or get a lesser cinematic experience.
Larian has made it clear that Multi-Player is a big part of their vision for the game.
It is likely that a certain number of design decisions were made a certain way "because Multi-Player", even if that lessens the Single-Player experience (e.g. no Turn-Based Mode for the whole world, no shared inventory, etc).
It would be a pity if we get the worst of both world, where SP is less satisfying because the game must allow for MP, and MP is not satisfying because conversations are designed for SP only.