Mike Laidlaw explains how the Dragon Age writers' room tackled companions

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Mike Laidlaw explains how the Dragon Age writers' room tackled companions
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'I fell in love with BioWare from Baldur's Gate 2 more than anything else.'

Companions are a defining feature of BioWare's RPGs. The band of NPC followers who join your party in games like Baldur's Gate and Dragon Age weren't just a collection of yes-elves who quietly went along with every decision you made. They pushed back and disagreed, and would sometimes leave to go do their own thing. Each of those companions had a distinct personality and voice.

"We were firmly in the [camp of] 'You own this character, you are the voice holder for this character,'" Laidlaw said."I imagine that's fairly common—then you have someone do a pass at the end of the game to go through the character and make sure it fits.

Ensuring there were companions who reacted to each game's themes and central conflict was an aim of Dragon Age from the start."I fell in love with BioWare from Baldur's Gate 2 more than anything else," Laidlaw said."Seeing Jaheira, Aerie, and Viconia represent not the complete, but definitely a very disparate elf experience, I was like, it'd be nice to do more of that.

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