When I sat down to play Baldur’s Gate 3 for the first time, I expected it to feel the way so many other RPGs have felt for me over the years. That nice, comforting list of dialogue options ready-made for me, a socially anxious woman who loves a good set of guidelines when it comes to social interactions. Baldur’s Gate 3 does give you those options, but it also comes with in-depth social mechanics that took me and my anxiety by surprise.
Growing up, video games were my entry into the world of Dungeons & Dragons. They gave me a comforting set of rules to follow and clear options for what to say and how to engage. As I started to play Dungeons & Dragons with friends, the roleplay elements stretched and pressed all my social anxiety buttons, making it quite an adjustment. I thought those sorts of feelings about D&D would stay at the roleplaying table until I made the first choice that earned me a “Lae’zel Disapproves” on the side of my screen.
Everything Changed when I realized I’d see my party react in real-time to all of my choices. As a people pleaser, I want everyone to like me. And yes, that includes imaginary people in video games. I’ve always been an almost comically helpful adventurer, accepting every quest to help anyone who asks. I assumed I’d be the same way in Baldur’s Gate 3, but the game’s extra complexity has made that difficult.
Now, I’m torn between my own instincts and those of my party, between making the non-companion NPCs like me and courting the favor of my fellow adventurers. This game’s layered approach to social interactions and party relationships means that I can’t make everyone like me, and that stresses me out way more than I expected.