You guys all make good points about how the stay-at-home companions essentially functioned like advisors anyway. You can't take most of them with you. Most players end up with a core team they usually use for a given PC, so most of them are grounded for the duration. It then felt a bit like a chore after a while doing the lap around Skyhold to try to talk to ALL of them and make sure I didn't miss anything they might say each time I came home.
There were characters I loved that I never took anywhere, because I didn't need to.
Now the upside to having so many companions is that each of us, the players, got a chance to form unique attachments and avoid the characters we didn't like. So yay choice? But again, this game went with broad instead of deep in so many ways, and this is one of them. My kingdom for a proper third act and boss battle to match act one! Out damn eighteenth desert area!
I try to take this all as hope for DA4. DA:I accomplished all BW's core goals: adapt frostbite into a massive, beautiful gaming experience. The devs have acknowledged some of these same weakness, so I have confidence that DA4, now that the frostbite platform is built, will be kick ass.
And, I think JoH is already a positive sign for the future.
And here we get into: which companions to keep (there are huge fans of all of them?) And which game zones to drop? The Hissing Wastes may be my favorite zone (aside from the amount of dwarviness we got, I generally loved the open feel of the terrain, the moonlight, etc.) It was the one zone you could actually ride across without having dropping to a walk every four steps because your mount tripped on a near invisible stone (I literally forgot I had a mount in my first playthrough until I got there because it seemed like such a waste of time in other zones.) ![]()
But just a reminder to be kind about other people's favorites. I suspect Solas is the only character that all of us would admit was essential, and even then, that's as much for the future of the stories as DA:I itself. As far as the advisors, why not simply let the companions left behind on the last mission or had the least active play function as the advisors instead of separate ones? I get that it was supposed to allow for including a non-combatant on your team (Josephine)...but even she had trained as a bard. Using companions as advisors would let them put more resources into telling those stories, and the imbalance between the length of the game and the content for companions was probably the flaw that bugged me the most (after the treatment of dwarves.)
Of course, remember that not all races got treated equally. If you cut Harding and her pseudo-romance, my female dwarves would be left up a creek, high and dry (unless they ungated one of the gated romances or bothered to fix the Blackwall one...levitating boobs ahoy!) ![]()





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