In hindsight, I actually don't understand why Larian isn't bigger on banter and companion-to-companion interaction or interactions between the PC and multiple companions. They seem to do fewer companions in their games than other games (meaning creating and inserting banter is literally less work because there are fewer permutations/combinations), and since DOS2, they seem to be moving in the direction of character-driven storytelling (albeit through the origin system). Why is it that games made 22 years ago (BG2), 13 years ago (DA:O), or some of the other recent CRPGs made by smaller studios capture this one process better than Larian. Especially if we are not only party-locked after a certain point, but also party-locked with only 4 characters, as opposed to the traditional six that can be changed on a whim. If less is more, then please give that less more depth so we can AGREE that less is more. Also, Larian does good character writing when they actually do the character interactions, so they shouldn't shy away from it.
The handling of individual companions in complete isolation in DOS2 was fine for a constrained story that connected you to the broader events, but it made for atrocious, bordering on nonexistent, party interactions. I've said this elsewhere, but there are multiple points where Red Prince, Ifan, and Sebille have overlapping stories, and they NEVER address it to each other, and usually one character's story (in my experience, Sebille's) seems to take automatic priority. Like going to that Lone Wolf guy or the Shadow Prince. Do these characters seriously have no opinions or thoughts on their overlapping fates or commonalities? (I know Shadow Prince addresses Red Prince before going for Sebille, but it's never brought up again, and it was a defining moment for both of their storylines and characters. Like the Lone Wolf guy and Ifan/Sebille). To be more immersive is to make the characters feel more alive. To make the characters feel more alive involves making it seem like they exist BEYOND the player character and their whims. Banter is part of that. Companion-to-companion interactions is part of that. Total party interactions is part of that. Decision reactivity is part of that. Commentary about the world around them is part of that. Conversations with each other about the world around them is part of that.