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Early on in the prologue there is a mercenary recruiter, you have to build your girlfriends character because they can only look at the options but can't click.
Everything is the same they just have no effect on the story unless you both want to dice roll against each other for dialogue decisions SWToR style.
Moreover, from whose perspective are single-player games "becoming less relevant," exactly? From the perspective of developers and publishers, because these types of games earn less revenue than the latest, flavour of the month, multiplayer live games as a service title? This may be objectively true, and if so, it means that cRPGs will likely mostly disappear from the market the same way that realistic flight sims and immersive sims (think games like System Shock, Deus Ex, S.T.A.L.K.E.R., and the original Thief and Thief II) have. Imagine a future in which the only titles are always-online battle royales, the latest COD, and similar recycled crap which won't be playable for more than a couple years apiece because the servers will shut down when the herd migrates to the next new thing.
Heck, the developers of Escape from Tarkov eventually caved and added a single-player mode in response to incessant demand, although before that, there was an extremely popular, if unauthorized Single Player Tarkov mod. People were willing to use that mod even if doing so could get their accounts in trouble. That should tell you something.
Not every game needs co-op. For some games, it simply wouldn't fit and would ruin the narrative experience. Personally, I feel that the time Owlcat spent on implementing the co-op mode could have been better spent on fleshing out Chapter 4 and 5 a bit more, since the endgame content feels a bit rushed (e.g. Santiel's Pride--there's nothing to do there but explore and kill a few Drukhari, even if you have Marazhai with you), but that's just my opinion.
Just trust me bro