RPG companions need to be hateable, otherwise nobody's going to love them
This opinion piece argues that RPG companion characters should be intentionally flawed and even unlikeable to create more compelling storytelling and deeper player attachment. The author uses examples from Baldur's Gate 3, highlighting how Gale's 'petty' reaction to criticism makes him more three-dimensional, contrasting this with the blandness of characters in Dragon Age: The Veilguard. The article suggests that imperfections in characters mirror real-life relationships, fostering a sense of realism and immersion for players.
- Entities
- Topic: Roleplaying Game
- Game: Dragon Age: The Veilguard
- Company: Larian Studios
- Topic: Companion Characters
- Game: Baldur's Gate 3
- Person: Harvey Randall
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