Hey all, new time forum user and Baldurs gate player looking to provide my first bit of feedback and hopefully start a discussion on an aspect of the game that doesn't really make sense to me. I was reading through all the suggestions on this website and I came upon a really great and comprehensive feedback post by user Drath Malorn (https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=744950#Post744950). The feedback is broad on a lot of issues, but I wanted to make an individual thread for a really specific critique that was bought up in the hopes that I could get different perspectives on it.

Below is the specific point in question and my response to it.

Originally Posted by Rellik2217
Originally Posted by Drath Malorn
The ability to initiate conversations using a companion leads to characterisation issues.

Am I playing as the PC and interacting with independent companions or am I in full control of a party of adventurers ?

On the one hand, you have created companions with their own personalities. Sometimes my PC will be forced to talk to them, sometimes they will interject in a conversation that my PC initiated with an NPC, sometimes they approve/disapprove of what my PC says. So they are established as their own individuals. Pretty clear.

On the other hand, if I initiate a conversation using a companion, I can have them select lines that are completely out of character (like Wyll approving of Kagha, Lae'zel licking Crusher's foot, etc).

That hurts immersion.

I really agree with this one, so much so that I'm thinking of making an independent thread for it. Companions are autonomous characters in the world with their own opinions and motivation, it makes no sense that I would get limited control of their dialogue options to contradict their preestablished characterisation. Especially since sometimes I just happen to have a random companion selected when a dialogue initiates, and I have no way of changing it without going back.

I remember I had shadowheart selected when I initiated the lae'zel recruitment dialogue when she's in the cage. I wanted to recruit lae'zel and save her, but its clear that shadowheart doesn't want that. But because she happens to lead the conversation, I had to express my decisions through her character instead of my own where it makes sense, which broke immersion when she hates lae'zel immediately after.

Honestly the solution for me is simple, don't allow us to lead conversation as companion characters. Always have it be the player character, and add a mechanic where party members can intervene either autonomously or through hand selected dialogue options specific for their character (that doesn't allow for blatant contradictions).

I don't understand the rationale of this mechanic, its not like a dungeon master would allow you to roleplay the entire supporting cast of your campaign. You should only really be able to roleplay your character, and have companions intervene for either skill checks or character specific dialogue when it makes sense.

So I was wondering what people thought of this feedback. I understand it may be an unpopular suggestion because technically I want to limit player freedom by restricting who can lead conversations. But for me immersion is more important, and I feel like immersion should be maintained by consistent autonomy on the part of your companions. It's a contradiction to have them be independent characters and also controllable in dialogue sometimes as well.

I understand that companions should be able to perform skill checks that they're more suited for instead of the player, and also have them more involved in conversation via interruptions and such, but I don't think that contradicts my suggestion, which calls for companions to not have all the freedom of dialogue that the PC has.

So what are peoples thoughts on this issue?