No.264 / 280Growth & bonds · Social & relationships

Companion Approval

Your companions watch every choice, and they keep score.

Prototype complexity
Who plays
Solo decisions
Design focus
Narrative · Risk · Cooperation
Baldur’s Gate 3No.264Baldur’s Gate 3

01The core loop

Action → feedback → next choice
  1. 01Face a choice
  2. 02Decide
  3. 03Companions approve or object
  4. 04Shifts reshape the party

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    A villager stole your supplies. A wants mercy, B wants punishment; A is at 40 approval, B at -10.

  2. T2

    Turn 2 · The player chooses

    You make the villager work off the debt.

  3. T3

    Turn 3 · The feedback

    A approves slightly (+5), B disapproves a little (-3), with small corner notifications.

  4. T4

    Turn 4 · The next decision

    B nears the leaving threshold, so the next choice may need to lean his way.

How it plays

Each companion holds values and reacts to your words and deeds with approval or disapproval. High approval unlocks personal quests, romance or bonuses; low approval may make them leave or turn hostile. Their values often clash, so pleasing one can anger another.

What the player weighs

  • Following your own path may cost a strong companion
  • Pleasing the majority can make your role-play feel hollow

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Baldur’s Gate 3
B

Baldur’s Gate 3

P1

Companions approve or disapprove of choices; approval drives personal quests and romance, and very low approval can make them leave.

Dragon Age: Origins
D

Dragon Age: Origins

P2

Approval ranges from -100 to 100, shifted by dialogue, choices and gifts; high approval grants stat bonuses, and low approval risks departure or betrayal.

The difference worth noticing

Dragon Age: Origins lets gifts buy approval directly; Baldur's Gate 3 leans more on the choices themselves.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Companion ApprovalSocial & relationships+

Link approval to cover tactics: trusted companions take risky flanking orders, distrustful ones stay behind cover.

Prototype this combo in Yoroll

→Follow the next idea

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Prototype complexity
Who plays
Solo decisions
  1. 01Take a faction job
  2. 02Complete or betray
  3. 03Reputation shifts
  4. 04Gain or lose access
Fallout: New Vegas · Tyranny
Social & relationships

Dialogue Persuasion Checks

Whether a line lands depends on your skills—and a little luck.

Prototype complexity
Who plays
Solo decisions
  1. 01A check option appears
  2. 02Assess the odds
  3. 03Roll or resolve
  4. 04The story branches
Baldur’s Gate 3 · Disco Elysium
Social & relationships

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Friend to partner to spouse—each step needs a token you hand over yourself.

Prototype complexity
Who plays
Solo decisions
  1. 01Reach an affinity tier
  2. 02Prepare a token
  3. 03Confess or propose
  4. 04Status rises, new content
Stardew Valley · My Time at Portia
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