Originally Posted by RagnarokCzD
Originally Posted by EliasIncarnation
Unless the Origin stories are long and very different from each other, that would be even worse than what they did in Original Sin II.
Why whould they need to?

I mean, look what quests we have right now:
- One is helping Minthara slaughter the groove ... and other is helping Halsin slaughter the Goblin leaders ...
- One is helping Kagha drive out Tieflings ... and other is helping Zevlor get rid of Kagha (no matter how) ...
- One is helping Karlach against so called Paladins ... and other is helping so called Paladins against Karlach ...
And lots and lots things is happening around.

From this i say we can expect that our companions would have their own quests ...
They would all be happening in same space (Baldur's Gate specificly i bet), and it would be changing based on wich one you pick ... just the same as it does right now.

Just examples out of my head, feel free to see this as Wild Speculation:
You pick Gale ... you go to Baldur's Gate to search for some magical way to cure his Nethereese orb.
You pick Astarion ... you go to Baldur's Gate to search for Cazador.
You pick Shadowheart ... you go to Baldur's Gate to search for Sharites.
You pick Lae'zel ... you go to Baldur's Gate to search for Shadowheart's artefact, bcs Vlaakith wants it back! :)¨
You pick Karlach ... you go to Baldur's Gate to settle her debts, as she said. smile
You pick Wyll ... no idea laugh ... but maybe you go to Baldur's Gate to somehow resolve his pact with Myzora, or to gain back his Honor ... or maybe, just maybe, we find out in Moonrise Towers that army of the Absolute is allready marching on Baldur's Gate with all that gunpowder they buyed from Zhentarims, and Wyll will go there to protect his city ... or just go there to clean it from True Souls ... w/e

Of course, they'll likely have their own quests, but in Original Sin II...
...you could do all of the side quests for the companions who didn't die.
If they take that down to one companion's quest in Baldur's Gate III, yet the companion quests aren't very long, and they revolve around the same main quests without greatly affecting them, then it would be even worse.

Originally Posted by RagnarokCzD
Originally Posted by EliasIncarnation
Also, considering that...
Every "solution" to removing the parasites has been a wild-goose chase.
I know ... but i do believe it was only to push us to Moonrise Towers, nobody knows if this one would be the right or not ...
And since both Good and Evil game was pointing us that way, i wish to believe there is some reason behind that.

It's possible, but even if the Moonrise Towers is the place where the parasites are removed, I doubt that you'll have to choose one companion.
The reason that both paths pointed that way might be because the party split where you'll likely have to choose which party members to save will probably happen there.

Originally Posted by RagnarokCzD
Quote
The game is only supposed to have three acts according to the FAQ.
It mentions "the adventure" not "adventures" in the FAQ.
...I'd say the characters will be stuck with the parasites for a long time, and none of the characters will be leaving without some catalyst.
I mean it would hardly be an "Act 2" if you would keep dealing with the same problems as you did in Act 1. :-/
Therefore i do believe:
Act 1 - Tadpole problem ... (probably temporary) resolved in Moonrise Towers somehow ... notice that i DIDNT say that it will be removed, just the pressing threat of turning into Mind Flayer will be reduced to minimum.
Act 2 - Step aside ... Origin characters problem ... resolved in the city, probably showed that there is much bigger plot than you think at first, probably even show us why those characters were picked for tadpolisation.
Act 3 - Reveal of big bad boss ... killing it ... end. laugh

In Original Sin II...
...the collar issue did end before the second act, but the companions' quests didn't affect the story as greatly as you're saying the quests of the companions would in Baldur's Gate III.

Originally Posted by RagnarokCzD
Originally Posted by EliasIncarnation
Not only that, but I think that the context of what was said in the FAQ makes the meaning of the words abundantly clear.

"Is your party permanent or can you change members out throughout the adventure?
Recruited companions will be at camp when not in the adventuring party, and can be swapped in and out at camp. After the first act however you are going to have to commit, also just like in real life."
Yes i heard this many times before and it didnt convinced me ... mo matter how much bold or underline you use. laugh
I cant help the feeling that if Larian would like to say us that our party will be permanent after Act 1 ... its nothing easier, and clearer than simply telling us. "your party will be permanent after Act 1". laugh

But they didnt do that ...
So i would like to believe that there is some message we are missing here.

What they said was just a different way of saying that the party would be permanent after the first act.
The reason that they said it that way instead of the way that you said is probably because they wanted to justify limiting the party like they did in Original Sin II, instead of going with many companions like Baldur's Gate I&II.

Originally Posted by RagnarokCzD
Originally Posted by EliasIncarnation
The question deals with being able to swap members in and out of the party throughout the adventure.
Right after saying that you can swap companions in and out of the party, it says "however", meaning that what's said after is contrasting with the previous statement.
The only difference here i see is that you seem to believe you will not be able to switch your party since this option will be simply removed and nothing else will change.
I believe that this option will be present, but you will no longer be able to switch between those companions ... since you loose every Origin companion, except that one you commit to. wink

After all, remember that Larian promissed us mercenaries ...
It would not have much reason to have Mercenaries, if you dont have a option to take them with you since "your party is locked". laugh

That's true.
Still, I doubt that there will be more companions after the first act.