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.
I think it's a fundamental problem with the Origins system and how they've been using it. Every companion is written as a *competing* protagonist, which seems to diminish their ability to develop together and work together with good companion arcs like other games have. Could also be a result of the perma-death/fixed party backfiring so they are not willing to put the time into two characters that share an important moment (like the Shadow Prince) if one or both of them could be dead.
if bg2 did this we wouldnt have the game that inspired so many great RPGS, larian took the name they need to take the responsibility too make the same level of depth in the NPC interactions
Its quite amazing how well the banter system worked (mods included) in BG1. Simple and elegant. Even more complex for BG2
For every 18 NPCs (and many mod's npcs) you had:
-General/Non-Banter Quotes :
-Reputation Quotes
-Selection/Action Quotes
-Environment Quotes (including certain zones/areas for BG2)
-Insult, Compliment, Special, Death Quotes
-Unique Banter Dialogue Trees (sometimes banters between 3 or 4 members of the party in BG2!)
-NPC Banter Summaries
-Recommended Party Formations
In BG2....I remember being blown away during this epic side quest were we ended up being in this den of phase spiders...banters started and Viconia commenting on this beautiful area while Jaheira responding quite positively saying we shouldn't mess with the spiders...starting talking some lore about them to Viconia... but Korgan being quite realistic saying to hell with it lets chop chop these evil creatures before they eat us and to hell with elves too! (that was hilarious since my party was nearly ALL elves) To Aeries horror ,and Korgan just traumatizing her to no end LOL.
I mean if Black Isle can do it with 18 NPCs...surely this is doable for Larian's 6~8 NPCs?