David Gaider wrote...
Well, my response to that is: "why do you think you should be able to ask a follower a bunch of personal questions?" Is it because Origins conditioned you to expect those questions? Or because you actually needed them in order to find out more about the character? Baldur's Gate 2 didn't allow you to click on party members for anything -- all dialogue was initiated by them. Not that the BG2 system didn't have its own weaknesses (the random "initiate anywhere" style, for one) but I think the point still holds. Nobody was looking for it, and it wasn't missed -- people still felt very connected to those characters. I'm seeing people wanting some more personal interaction with their party members, but I'm not sure the "list of questions" is needed in order to achieve that.
And it is broken, I'm afraid. Simply because you liked something despite its flaws doesn't mean those flaws don't exist.
First, I've only played a few hours of Awakening so far, and while I like what I see about the conversation, I can't say that I've played it enough to form a real opinion.
Just on the hopes that David sees this, though... The campfire was one of my very favorite parts of Origins. There were evenings when I'd turn the game on for an hour, never leave camp, and that would be my play session for the night. And frankly, because of the excellent writing and characters, I generally enjoyed those more than moving through another dungeon, and certainly more than knocking out another few job board quests. Similarly, it was a great way to step aside from the main plot after a major dramatic arc, and added a lot of realism to the experience, at least for me. It felt like I was kicking back with my team after a hard fought battle, and it was nice to ask little things: "So, tell me another of your wacky adventures, Zev."
Whether it's broken is a matter of perspective, I suppose. I personally never felt this was the case, but then I always used restraint and chatted with a character for a short time during each camp visit instead of exhausting all of the available options.
From what I've experienced of the Awakenings system so far, I too think a hybrid system would be best, even as I acknowledge that it doesn't fix the problem you see. From a design standpoint, I agree with you that it doesn't make sense that you'd be best friends with Zevran after he spent the whole game sitting at camp, and I like the idea of a system that discourages this sort of thing. (Besides, the Gift system already means that it's easy to befriend everyone regardless of role play choices, if you're just playing for stats or similar.) It would be great if the Antivan boots micro-quest could only happen if you brought Zev to the leather district (

), and it would be great if the relationships of the core party are more meaningful than those of the group that waits in the wings ... but not if it's at the cost of the player-guided respite. In a game with the scope of Dragon Age, I think the in-character break is not only a welcome change of pace, but also one that makes the story as a whole feel more epic.