The most compelling RPG companions are not necessarily the nicest or most agreeable characters. Instead, it is their flaws, their rough edges, and even their outright unlikeability that often foster deeper player attachment and richer storytelling opportunities. This holds true even when these traits manifest in moments of petty insecurity, as seen in Baldur's Gate 3's romanceable wizard, Gale.

Gale's reaction to being told his performance in bed was merely "fine"—a sulky retort followed by a threat to self-destruct—is a prime example. While undeniably toxic, this response, voiced by Tim Downie, makes Gale a more three-dimensional character. His sensitivity stems from his backstory of being groomed by a powerful magic god, making his insecurity believably petty as he measures himself against an impossible standard. This willingness to portray companions with such unflattering characteristics is what makes Baldur's Gate 3's cast so compelling.

Larian Studios' approach embraces the idea that characters can be actively hostile or even turn against the player. This embrace of potentially negative traits is, in fact, the core of successful RPG companion design. Most RPGs feature a world-ending threat and a cast of companions who accompany the player. The temptation for writers is to make these characters universally bearable for a 50-100 hour journey. However, assuming an entire party must be pleasant overlooks a significant opportunity for compelling narrative.

Friction between disparate personalities is the engine of great RPGs. Characters who would otherwise have no reason to interact, and might even despise each other, are forced together for a common goal. This forced proximity generates conflict and banter, exemplified by the dynamic between Dragon Age: Origins' Morrigan and Alistair. Morrigan's cynicism and Alistair's cheerfulness create an entertaining tension, especially when they are on the verge of conflict.

Dragon Age: The Veilguard, conversely, provides an example of where this approach can falter. As noted by PC Gamer's Lauren Morton, its cast largely lacks internal conflict or meaningful disagreements. Even characters like Taash, who comes closest to an abrasive personality, are ultimately presented in a way that feels vaguely defined, lacking the sharp edges that foster deep engagement. This bland likeability can make characters feel like empty vessels for player projection, akin to a focus-tested product designed for broad appeal rather than distinct personality.

Humans naturally form attachments through a phenomenon known as the "Halo effect," where positive impressions lead us to rationalize negative behaviors. This tendency to grant grace to those we care about reflects a more accurate portrayal of real-world relationships. RPG characters who are thorny, flawed, and even unpleasant often resonate more because they mirror this complexity. When these imperfections challenge initial impressions, NPCs feel more