Originally Posted by neprostoman
The other user gave actual examples of games that failed to create the perfect narrative around the MC's leadership. There will very likely be a moment in any role playing game when your party members stick with the MC instead of doing something of higher value to their made-up story/personality. This derives from the "player factor", because games are played by players, not characters. Especially in a game with a lot of sandbox elements, a player can make erratic decisions, made with the understanding that the world they explore isn't real and there is no necessity for actions that would contribute to a cohesive story.
“What-about-ism” isn’t in a great argument, especially when one brings Inquisition as a counter example. Yes, there are other games with major narrative issues. But I also don’t want to have to play through Inquisition-like ever again.

Even if every RPG in the past would fail to narratively explain MC’s leadership role, it doesn’t stop being an issue - gameplay and story should be one of the same. If Larian can’t set appropriate mechanics to their story, or doesn’t create the story to match their mechanics it is the flaw in their craft. This is also issue that exists without player’s input so player unrestrained freedoms isn’t even part of the problem.

If Larian’s intend is to create an unlikely band of survivors tied by circumstances, rather than a hero and companions, they are free to do so. But they are far from achieving that goal IMO - they would need to change the power dynamic between MC and companions from gameplay and interaction perspective. The game is confused in its messaging and that’s a problem. Maybe not the game killer, but definitely makes it difficult for me to care for the narrative.