The companions from are missing something that is a strength of the companions. For specifically an RPG, this effect on the game can appear strange when considering the marvels presented in for both the player character and companions. Every companion quest in feels flawed in one aspect where one change could make the interaction and overall questlines seem more authentic.
[Warning: The following article contains spoilers for Dragon Age: The Veilguard.]
By learning the companion's stories and seeing them develop throughout the game, players would expect a sense of realism that makes sense both for the story and in a mechanical way. This one thing stands out near the end of nearly every companion quest in , which may take players out of the immersion. From what it seems, BioWare has prioritized the player having control rather than a more authentic feeling connection with their companions.
On the r/dragonage Subreddit, user TrashyHamster acknowledged the fact that in the companion quests are heavily influenced by the player's choices. While they recognize how commonly RPGs allow players authority over the story, they mention how they find "." The original poster also acknowledged that it feels strange there is no hidden system tracking Rook's influence regarding quests, like an approval rating system that would gauge if companions would listen to the player or not.
Every companion in Dragon Age: The Veilguard comes with their own set of skills to help Rook in combat. Here's the best way to build each one.
The original poster used Emmrich's quest as an example of how an approval system could work in influencing his decisions, where "." This system would be similar to a game that RPG players have become familiar with in recent years, which has become a giant in setting expectations in the genre.
The approach to the player character influencing the companions in is far more in-depth and realistic compared to. It does a better job of how the relationship between the
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