Morrigan disapproves
This post contains spoilers for Dragon Age: Origins.
Mages are vitally important in Dragon Age. At Ostagar, Duncan chastises Alistair for his snarky behavior towards them, claiming they can’t afford to antagonize such powerful allies. If, later in the game, you express your concern to Irving over the losses at the Tower, he’ll argue that even one mage can be enough to turn the tide of a battle.
They’re right. Unless you’re playing on Easy or have preternatural talent, Dragon Age is brutally difficult without making good use of magic. Between healing the party and managing large crowds of enemies, the mage is the most indispensable class in the game.
It figures, then, that the first one who accompanies you is such a pain to get along with.
Here is a partial list of actions that Morrigan disapproves of: helping a community of starving refugees, deceiving a demon who threatens to possess a young child, searching for a bereaved man’s missing daughter, helping a waitress escape her life of poverty, refusing to defile a sacred relic, and falling in love. Any character who doesn’t act in absolute self-interest will have a hard time befriending Morrigan.
Even the dialogue choices will tease you. After she refused to help with some menial task or other, my cursor hovered over “I should have known you’d be a selfish bitch” for a few seconds before, grudgingly, I went with “As you wish.” Can’t afford to antagonize the mages!
(Actually, I just looked up the context for that exchange — it turns out that I asked her if she could teach the Shapeshifter specialization, and she refused because her approval rating was too high.)
The real kicker is that the only other mage companion is Morrigan’s diametrical opposite. While Morrigan seems irritated by the mere thought of helping someone, Wynne is virtuous and compassionate. As a result, virtually every decision you make will upset one of them — but since they’re the only mages you have, you need to do what you can to keep them in your good graces.
It’s really a shrewd bit of design on BioWare’s part. The player has to make difficult decisions with tangible in-game effects, but the consequences don’t feel contrived or unfair. I only wish the specialization unlocks did not carry over to new playthroughs; it’s a weaselly loophole that sidesteps some of the game’s most interesting moral choices.