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There doesn't have to be a character for each class (though that would be nice) so long as you can create your own character to be whatever you want (subject to what Larian has enabled so far). I would prefer the option for a second create-able character (without fiddling around with multiplayer, though I have done that). Beyond that, it's time to get used to smaller parties, to limit the enormous amount of work it takes to realise this kind of game.
TL:DR The small sprite days of old are disappearing fast. Nowadays it's smaller but better rendered parties in a 'full-sized' world. Maybe sometime in the future things will change again. Perhaps as computer programs get more sophisticated, they could simplify the creation process, or maybe processors get so fast that even the older ones can handle the extra load. For now, as the saying goes, it is what it is.
Combat would not take longer, it would actually get much shorter, as a larger party would more easily take out monsters, each one removed is one less turn to resolve a round of combat.
There's no need to rebalance anything. There are difficulty settings in the game. Anyone wanting to make it easier just has to lower the difficulty.
How is that any different from simply increasing the party size? It literally accomplishes the same thing.
I'm actually hoping for a granular, in-depth difficulty menu, like Pathfinder uses, and this could easily include the option to increase party size.
Also, the option will likely be available through mods, but I wouldn't expect it to be available in the base game. The 4 character party limit is likely due to a few reasons:
1) Time constraints (to keep the battles under a specific duration)
2) To add replayability - so you can't run all companions in every game.
3) General balance reasons - to keep options viable and interesting for each character's abilities.
No, it hasn't. Combat would go much faster because enemies would die faster.
The engine already supports larger parties, so there's no reason Larian couldn't add it as an option. It's just one among many difficulty settings possible.
Try it out with any turn based game you have that also allows you to customize the size of the groups (say XCom, or Battletech for example)
EDIT: To be clear, I mean that both sides get a unit count buff. Otherwise you're just talking about making the game easier, i.e. only the player gets extra units. Obviously an easier game takes less time if all else is the same.
Except that it's entirely true.
Enemy turns take a long time to process, but when you get the jump on them and quickly eliminate them (and with a larger party you get more turns and thus eliminate enemies faster) there are fewer turns for the computer to process.
You can test this right now. Start a game with a solo character. Go get into a fight, but save it beforehand. Then, do the same fight again, but with a companion. Keep doing this, adding an additional companion each time. Then, do it adding familiars. Try the same fight after adding Glut.
You'll find that the more your party grows, the faster you end combats because you have much higher alpha strike. Enemies lost turns, and thus lose the action economy and get cut down very quickly. If you optimize characters too, then this happens even faster. You can often one-shot several enemies before they even get a turn. I've ended combats without enemies even taking a turn by carefully pre-positioning my entire party.
The more party members you have, the easier this gets.
Tru fax.
Except it isn't. Again, try it out.
The focused fire argument is just plain backward.
First, let's look at 1 v 1. In this case, you are 100% forced to focus fire. Only one opponent. Therefore you get 100% focused fire efficiency.
Now, say 2v2. There will be some turns/times that you can't entirely focus fire using both units. Thus, focus fire efficiency is something less that 100%.
As you go up in units, focus fire efficiency actually drops, not increases.
Also, for 50% more units, the player will have to contemplate 50% more moves. This takes more time. Additionally the AI has to also contemplate 50% more moves, but now also has 50% more targets to contemplate as well. This is true for the player, but makes less of an impact (50% more targets).
Now the above is somewhat abstract, which is why I encourage you to actually try it. I have. In both of the mentioned games. Give it a shot if you have them. Play one skirmish, then bump up both teams by 50% and play another. You'll find that the games with more units take longer.
In your scenario, you have just made the game easier because you did not add additional opponents. Of course making a game easier, while changing nothing else, makes the game quicker. I don't think the OP is just asking, in a round about way, for the game to be made easier. (I mean, at that point, you might as well be saying "hey, if I decrease the opponents' hit points by 30% the game will go faster. Duh)
As such It'd be way too much work to balance and I vote no, I'd rather they put their resources into other things.
No, they would add more encounters or more monsters to existing encounters to make up for the combat balance.
It actually would be longer.