
“We want to deepen companion relationships,” VanOrd explained. “The goal is to foster more interaction between them—not just through casual banter, but by allowing them to forge meaningful bonds with one another, similar to how they connect with the player. Furthermore, we aim to make player friendships and romances evolve more subtly, ensuring the emotional payoff feels earned and organic.”
The prospect of companions developing their own secondary relationships is exciting enough, but the promise of a “slow-burn” romance system is equally welcome. In the early days of Baldur’s Gate 3, a bug caused companions to fall for the player with startling speed. Even after the fix, the jump from “casual ally” to “soulmate” could feel abrupt. Shifting toward a more nuanced progression could provide a richer, more rewarding narrative experience.
Writing director Adam Smith also weighed in on how Divinity will handle group dynamics. He emphasized that the team will provide ample “breathing room” for these relationships to flourish. Interestingly, he confirmed that the next title won’t require players to constantly refill spell slots, signaling a move away from the strict D&D ruleset that defined the Baldur’s Gate 3 experience.
Source: gamesradar.com


