Jonathan Seagull wrote...
I actually like characters joining throughout the story, rather than having them all dumped in at once. It actually makes me a little sad when I know that I've reached the point where no one else is coming aboard. And if a character is designed to join late, like Loghain, it's not like I'm being deprived of content. I might wish I had more time to get to know them, but that's different.
I think Loghain is a special case because 1.) you get to see his character development through the game even when he's not in your party 2.) he's a direct replacement for another companion.
For me, the "joins too late" character in Origins was Oghren because I always did the Deep Roads dead last. Awakening was even more annoying because there were bugs that could prevent the companion backgrounds from working if you acquired them in the wrong order, so I basically did nothing with Velanna whatsoever.
In DA2, on the other hand, the companions ALL join in ACT I (well, except Sebastian but he at least puts in an appearance) but since none of the companions (except Varric and maybe Anders) are really IMPORTANT in and of themselves FOR Act I it comes across as kind of artificial and forced. There's no real rationale for WHY you'd WANT to be recruiting people or what exactly you'd be recruiting them FOR. The nominal rationale for questing is to make money and acquire a Deep Roads map, plus some personal family stuff. Aveline, Varric, Anders and your surviving sibling are at least nominally involved with that but to be honest I think it might have been BETTER to leave Fenris, Merrill, and Isabella for Act 2. There's just no bloody reason to recruit or even be involved with these people in Act 1 other than "they just happen to be there and are selectable in the party screen".
Origins and Awakening at least had strong
overall rationales for why you were recruiting people
in general, so when you met, say, Oghren or Leliana or Sigrun or Justice there wasn't any "why THIS person?" aspect to it because it was already established that you needed help and these were the companions because these were the people you could potentially convince to come along.
Inquisition looks like it will, again, have a strong party-building rationale. So that's good. However, I really hope that they DON'T do the style of setup they had in KotOR or Origins or Awakening or Mass Effect where you recruit the companions in their respective "core adventure areas". I haven't seen anything to indicate that Inquisition is being designed around that same style, but I haven't seen anything to indicate that it ISN'T, either. So, here's my recommendation:
Instead of making you go all the way to the "locked into this quest chain" stage of the Dwarven or Circle quests to recruit companions like Wynne and Oghren, have those companions BE the people you run into to notify you that those potential quest areas even exist. It doesn't have to be identical in all the cases but I think a good rule of thumb should be "introduce the companions before you hit the 'select your next adventure' stage of the plot". Also, don't try to insert companions via random sidequest after which they just randomly decide to randomly stick around. This is very random.