Just 2 of those would be fine, maybe 3, but 4 really pushes it.
Yeah. Like, I get that having a little harem of named followers all lusting after the MC slightly is … the sort of RP fantasy that some people want. I appreciate that Larian put that option in the game - and the ol’ “horny bard” trope absolutely comes from very real players wanting to be sexually attractive and competent in their escapist fantasy game. I get that. It’s just not my vibe.
As someone who doesn’t play games for romantic fantasy fulfillment - my biggest gripe with BG3 is that it feels like characters I like hanging out with have no concept of “we are friends” without suggesting romance is a logical next step, and are at incel levels of checking if maybe I’ve reconsidered and we can bang now?
Which also makes the fact that a lot of companion conversations feel like a minefield of “oops actually romance” dialogue options even more frustrating. I’m having a blast RPing an older dude who had a nice settled life prior to the Leech and just wants to get back home and put his feet up, but I’ve chosen a few response options I thought were just snarky or jokes and … oh wait, we’re being romantic now. Goddamn it, F8.
Yeah, we were running into this in my game with my buddy; I’m definitely the dumbass running ahead because I’ve got stealth and dex for scouting, but invisible cutscene/conversation triggers keep catching us and my dunce of a character gets stuck talking to the punters. It’s kind of frustrating that the game encourages players to specialize in that way, but then makes it rather hard to take full advantage of that specialization if you don’t set up the encounter absolutely perfectly.
The other one where that happens is that when a combat encounter ends with dialogue - first Auntie Ethel fight, say - the game picks the character who had the last turn as who Auntie is talking to when the conversation starts. In that case, it’s almost always the party member doing big damage that pushed her past the damage threshold, and they’re generally not built for talking to people.
Those get even more frustrating because there’s an interface option to swap who’s talking, but it doesn’t seem to actually work in the majority of important conversations. It’s only when talking to filler characters that I can hot-swap who’s talking. I’d also love if, in addition to that button working more consistently - it’d tell you if someone in the party has ‘unique’ dialogue options for that moment. I think that having the whole party participate in conversations is chaotic and hard to implement in multiplayer - but a better capture of how those same interactions ‘would’ play out in a D&D game.
It’s very frustrating to get a whole faction pissed at you due to misclicking some ‘owned’ container or accidentally dragging a barrel. Gith creche was a nightmare for that, because every room and hallway is decorated with owned containers. Some measure to make it harder to accidentally loot someone’s mold cheese while they’re standing right in front of you would be really valuable.