First post on a forum, sorry if I'm not doing it right.

Just wanted to agree with this. Banter and intra-party interactions are a great way to enhance immersion in one's party of choice, and they keep characters from feeling like cardboard
cutouts with backstory and the occasional long-winded interaction (which is the only area I think the parties in DOS2 came up short). What's already been done here is great, but there could be more.

I also want to agree with Etruscan's point on the neat nature of being able to facilitate relationships or interactions between party members in BG2. If we are going to be locked into a 4-person party where we hit the eventual point of losing access to others, it would be nice if those few party members could be given greater depth in their interactions with each other (also enhances permutations/replayability). I also remember in DA:O that the banter could also react to the player character's romance. Reactivity to a few major choices in the game in terms of party-to-party banter and PC-to-party interactions is a great way to immerse the player in both the events of the game and the characters we choose to take along with us, giving extra thrust to our choices.

The banter would be best in certain areas. One place that makes perfect sense, as noted by Sigi98, is the camp. Right now, the companions just sort of stand around, waiting for you to talk to them. They are all pretty close together, and the camp is the one absolutely safe place in the game. This could also make the camp-companions more interesting by giving them more opportunities to express characterization. Volo could talk to a party member, which could be funny. Suppose you made a decision that one character liked, but another did not. Would it not make sense to have a line apiece arguing about it in camp? IIRC, Pathfinder: Kingmaker had conversations upon rest. That makes sense, does it not? Especially given how much detail and care has been put into the camp and rest system.

As anyone can see, Lae'zel and Shadowheart HATE each other, and have lines of dialogue "subtly" threatening to kill each other while traveling. As the de facto leader, you should be able to stoke that hatred with inciting dialogue or subdue it with mediation, or tell them both to stop threatening each other with persuasion/intimidation. If you don't romance Lae'zel, she'll seek out Astarion. Maybe Astarion, being Astarion, chooses some colorful commentary to describe the evening, and Lae'zel, being Lae'zel, threatens him in response. If Gale consumes a magical artifact previously equipped by another party-member, maybe they'll have thoughts about losing their stuff. The potential companions have a lot to talk about: Wyll and Astarion both took dark deals for a cruel master/mistress at a precarious point in life, Gale and Astarion are both slaves to a certain hunger, Lae'zel and Astarion hate helping others, Shadowheart and Lae'zel are both fiercely loyal to their respective Goddesses (a potential point of mutual respect or hatred depending on your incitement/mediation?) etc. If you ask for Omeluum's help, Gale and Astarion could banter on satisfying hunger in tough circumstances in camp.

Finally, one tiny problem I have with the banter as already implemented is how short and cursory the interactions feel. Some lines are more conversational, while others are just single comments between characters. I much prefer the more fleshed out interactions (as in BG2), and I thought that the short two-comments were a shortcoming in DOS2.

I would pay for a greater characterization DLC/enhanced edition if necessary, as Eddiar mentioned, if it is too late in development to implement these suggestions.


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