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What happened to "spiritual successor to Baldur's Gate"?


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#151
Mad Method

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Gotholhorakh wrote...

Sutekh wrote...

When you're in a burning house and someone gave you a map to a 60 year old hose, what you should do is punch the lunatic and call 911.

Only in this case, you don't have a phone and the nearest firestation is 300 kilometers away, at the end of a very dangerous road. So what do you do? Go fetch the firemen - with a good risk of never reaching the firestation - and leave the people in the house die an horrible death and allow the fire to spread and kill more people? (Plus, that wasn't the point of the analogy).


Indeed, and more to the point, you are the fire brigade, and you're already on the scene.


Well if we're busy skewing around the analogy for our own benefit, then in that case for proper scope, it isn't a house on fire. You're in the middle of a forest and a wildfire is coming your way. Do you go for the 60 year old hose and try to battle the onslaught of flames to save everyone or run for the firestation and say "screw it - abandon ship, and if you're not stupid, you'll do the same"?

I encourage we keep up this trend with the analogy. I have a feeling this will end up somewhere fruitful.

At any rate, biggest plot hole I saw in DAO was the blatant lack of any discussion or planning on the logistics of defeating an archdemon - a giant flying super dragon - considering you can't fly. It's just "We'll kill it!" and what do you know, the issue of how to fight him resolves itself on the way. (Evidently the appropriate solution was to have a Warden climb some tower, hope the archdemon comes in nice and low in front of the tower so the Warden can jump on it, have the archdemon not dodge/roast/whatever the warden who it canonically can sense coming a mile away through the taint, and then the Warden manages to cut its wing to ground it.) I also don't like how the priority of defeating the Archdemon takes a detour for you traipsing the country side doing as many fetch quests and other random stuff as you please. You just don't actually feel the pressure. And the moral decisions and dilemmas seem forced and contrived for the most part where Bioware will just shove their moral interpretations down your throat and give you limited options to resolve the situation, and even then, it's not that hard of a choice usually.

Anyway, In Exile, yes I agree the level design and writing in DAO weren't brilliant either, but I'm sure you'll agree DA2 could have been better on these fronts.

But this is besides the point; we're not here for DAO bashing either. And we're certainly not here to address the kind of confusion of ideas that could provoke a notion as Magicka being a good successor to Baldur's Gate. The questions this thread was made for are why Bioware abandoned the idea of making a spiritual successor and, in the same vein, what people were looking for when it came to Dragon Age: Origins as a spiritual successor to Baldur's Gate and how you feel about Dragon Age 2 in these respects.

Modifié par Mad Method, 30 juin 2011 - 03:35 .


#152
MassEffect762

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Anathemic wrote...

EA bought out BioWare, that's what happened.


True, seems they want to appeal to youths more so than adults as well.

#153
xkg

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nicethugbert wrote...

xkg wrote...

nicethugbert wrote...

Exactly how would a game made in the spirit of Baldur's Gate look like? I don't think it would be something of the highest quality. The graphics would suck. The writting in Baldur's Gate is not the best. It is stilted to fit the low graphical quality. The mechanics would be complicated and clunky and largely undocumented.

If you were to improve on it, it's successor would be something like Magicka


Baldur's Gate had very good graphics for its time. And magicka is an Action-Adventure game not RPG so i can't see any point here.

The mechanics would be Complicated ? Clunky ?   UNDOCUMENTED ???? Was it like that in Baldur's Gate ? It was D&D rules set. No comments.


So, I'd have to buy the D&D rules in order to learn how to play the game?


No. You don't have to. All you need is to read the manual and if you still can't get the grasp of it you can download them for free from publisher's website and learn more:
Revised (v.3.5)System Reference Document

But if you don't want to learn the mechanics or play complex games there are always simpler games out there like shooters COD, Counter strike etc. - no problem.

Modifié par xkg, 30 juin 2011 - 02:28 .


#154
dheer

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nicethugbert wrote...
Exactly how would a game made in the spirit of Baldur's Gate look like? I don't think it would be something of the highest quality. The graphics would suck. The writting in Baldur's Gate is not the best. It is stilted to fit the low graphical quality. The mechanics would be complicated and clunky and largely undocumented.

Blatantly false. Both BG1 and 2 come with an extensive manual. (Documentation) Read it if you want to understand how the game works.

The writing was fantastic and won quite a few awards including a best adapted storyline and outstanding achievment in writing.

Also, trying to define the graphics from the era they came out as the spirit of Baldur's Gate is silly, at best.

#155
Realmzmaster

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dheer wrote...

nicethugbert wrote...
Exactly how would a game made in the spirit of Baldur's Gate look like? I don't think it would be something of the highest quality. The graphics would suck. The writting in Baldur's Gate is not the best. It is stilted to fit the low graphical quality. The mechanics would be complicated and clunky and largely undocumented.

Blatantly false. Both BG1 and 2 come with an extensive manual. (Documentation) Read it if you want to understand how the game works.

The writing was fantastic and won quite a few awards including a best adapted storyline and outstanding achievment in writing.

Also, trying to define the graphics from the era they came out as the spirit of Baldur's Gate is silly, at best.


You are correct! BG1 can with a 158 page manual. Only the first 68 pages had anything to do with the game . The remaining 90 pages explained the AD & D ruleset and the spells. BG2 came with a 263 page manual. The first 66 pages had to do with the game. The other pages were spent explaining the AD & D ruleset and the spells.

Both DAO and DA2 were able to explain the game in roughly 40 pages for each manual which made it pretty accessible.

Luckly I had already read the players handbook and dungeon maters guide so I would not have to slough through the BG 1 & BG2 manual beyond the first 66 or 68 pages.

#156
blaidfiste

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I was expecting dragons like Firkraag and Adalon in a game called Dragon Age. Instead, I got Flemeth (pretty good character) and a bunch of beasts. There really wasn't a need for the "Spiritual Successor to Baldur's Gate" line

#157
AlanC9

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Mad Method wrote...
 And we're certainly not here to address the kind of confusion of ideas that could provoke a notion as Magicka being a good successor to Baldur's Gate.


I'm not quite sure where you're going with this. A spiritual successor to BG needs to use memorization-based casting?

Of course, "spiritual successor" is a pretty vacuous phrase, so I guess people can read anything they like into it.

Edit: Whoops! My bad. Never heard of that game before.

But I'm still not sure what "spiritual successor" means. First time I ever heard the phrase was in relation to Fallout 1, which was called a spiritual successor to Wasteland.

Modifié par AlanC9, 30 juin 2011 - 05:46 .


#158
In Exile

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Imrahil_ wrote...
You seem to be arguing wih yourself here.   First I'm not to presume that DA2 was a game you wanted/desired.  Then *in your very next sentence* you tell me that DA2 was a game you wanted/desired.  Truly you have a dizzying intellect.


Let's try re-reading: "moved away from the game I wanted." != "stopped being". That DA:O was less like the game I wanted than DA2 does not mean that DA2 was the game I wanted.

What do you think is happening right now?  Are we just engaging in a philosophical discussion with no basis in reality?  Or are you right now in a thread where people are advocating for the game they want just as you say they should?


Let me repeat what you said, since now you're on an irrelevant tangent:

"Some empathy towards those "other people" would go a long way towards
helping you make your point.  Understand that there are now millions of
game players with no game to play.
"

You tried making some point that lots of people don't have a game they like. I don't you I don't care, and it's not my problem. So... what exactly are you talking about?

No, that's not the issue here.  You said you wanted the option to leave Fereldan & go to Orlais instead.  Now read my reply that you quoted.  Don't read anything into it.  Just read what I wrote as a reply to your desire to run away to Orlais.


You jumped into a conversation. Here is what someone said:

"I just love the way I would have to metagame to make Hawke that would
make any sense to me
, the way that the only kind of Hawke that makes any
sense is the character I enjoy playing the least
"

"And I just love the way certain views are completely off-limit for
Hawke.
"

Then I responded:

"The only way to play the Warden (I <3 Ferelden and I <3
Grey Wardens) was a character I enjoyed the least.  It's the exact same
way for the Warden re: certain views being not allowed. "
 
Then other people felt the need to jump into the discussion (e.g. you). So it is perfectly relevant.

There isn't one.  Like I said, pretend you went to Orlais & turn off your computer.  It'd be great if they includedd a dialogue choice, like "Screw this!  I'm going to Orlais!"  And your journey ends...  That'd be a nice, humorous touch, but you can't seriously be complaining that they didn't *actually* include Orlais (or a dozen other places) on the map for you to run off to?  I thought you didn't care for victims?


Great! So you agree I proved my point entirely: Bioware in DA:O made the game only work for certain characters, did not provide a framework to justify those choices, and is no different (design element wise) than DA2 where they greatly restricted Hawke's behaviour.

...But somehow in DA:O this is not bad design, because you like the direction?

#159
In Exile

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[quote]Sutekh wrote...
In this type of stories, being slightly insane and delusional, or very confident in your own abilities, or desperately optimistic, is a must. It's a trope running as far back as Homer. Odysseus (yes, the very pragmatic Odysseus), Hercules, Perseus, Roland de Roncevaux, D'Artagnan, Siegfried, Paul Atreides, Frodo and co, Elric of Melniboné (and other Eternal Champions as well)... all those guys went on against tremendous odds when more pragmatic solutions would have been "saner". [/quote]

Well, no. It's not a must. Bioware games have always allowed for PC's to avoid these kinds of thoughts. JE gives you multiple reasons to go on the main quest: finding your master, revenge, continuing your quest. KoTOR starts you off on the mission (working for the republic).

DA:O does none of these things: it starts you off in the background.

[quote]In the Warden's case, there is a valid reasoning. You might find it insane, suicidal and delusional, but it is a valid one:

- You decide to keep fighting despite the odds and have a chance to set things right, even if sacrifice is included in the package.[/quote]

Which is not in character. Again, you seem to be arguing with me as if I think the option should be there, instead of on a design level, which is about DA2 forcing you to RP a certain character, and DA:O forcing you to RP a certain character.

[quote]- You decide to wisely retreat, which, in this case, doesn't make a difference. Whether you retreat and survive (which is not a given. The road to Orlais could be littered with darkspawn and bounty hunters as far as you know), become a baker in Lothering or simply kill yourself on the spot will change nothing. Two more Wardens in Orlais, especially very green ones, don't change anything re: chances to beat the Blight later on, once Ferelden has fallen and darkspawn are much, much more comfortable and powerful. [/quote]

This involves lots of silly assumptions: (1) that the darkspawn would actually rest and fortify instead of move on. (2) that I would bother going back to Ferelden. (3) That I think this involves less risk than the original insane plan.

The best example is that you say that if I die it changes nothing: well. I can say the same - if I stay in Ferelden it changes nothing, but the chance of using these 500 year old treaties is far less than getting Wardens.

Again, the point is that DA:O demands you do a certain thing with a certian character. Just like DA2.

[quote]See above re: the usefulness of two junior Wardens rallying Orlais and usual qualities of this type of heroes. The Blight threatening all of Thedas is the very motivation: better kill it in its infancy, before it's uncontrollable and actually spread outside Ferelden.[/quote]

Well, no. The Blight isn't in its infancy. It just devastated the army of Ferelden. Ran through them like they were nothing, and massacred the survivors. There's no reason to believe the blight is easy to defeat or that these other places would provide enough men or materias or know-how.

Again, the point isn't that you're wrong: it's that there are other ways to think. Just like DA2.

[quote]That's not true. The decision to carry on with the treaties is made in Lothering. It's made clear during the War Council, which you attend, that Orlais knows about the possibility of a Blight. So, again, worst case scenario: if you fail, there will always be Orlais (and now I have a Casablanca flashback).[/quote]

It's not made clear: Cailain doesn't want to wait for Wardens from Orlais as reinforcement. Those Wardens might know, but Alistair makes the point that Loghain might turn them back or otherwise cancel plans. You have perfectly good (and it turns out, totally justified!) reasons to believe that Loghain will refuse these Grey Wardens at the border.

[quote]DA:O is about a new Warden recruit who saves the country instead of a Warden recruit who abandons Ferelden to rally Orlais, so that's what DA:O is about. But it's railroading, because the game demands (and doesn't tell you ahead of time) that suddenly you're supposed to have this heroic love for Ferelden, this unspeakable bond to the Grey Warden order, and this idealistic vision against the Blight. [/quote]

DA:O is about your origin (as far as you know). Saying this is like saying your only goal in DA2 should be that you want to rise to power by any means neccesary, so then caring about things like the mage vs. templar conflict or Hawke's inaction in Act I - Act III is pointless, because DA2 is about how Hawke became champion.

Again, you're not seeing the issue with Bioware's design.

[quote]If it had been a book or a movie, or a fixed character with a fixed backstory, would you have said it was railroading and horrid design? It's a game, but with limited technology. There has to be railroading at some point. How do you want a binary-based system to address all the possible motivations that would have been valid for the legions of players? You have to impose something at some point to get things started. What seems valid to you might very well be totally invalid to me.[/quote]

If it was a book or movie, there would be no input from me (unless I had a pen & paper and was writing/directing) in which case it would have 100% input from me and could be anything  I wanted.

More generally: there is notbing wrong with railroading. It's neccesary. But there are ways to hedge you in and force you to do something, and ways the game just expects you to make up reasons from A:B. That's the problem with Bioware's design (and my whole point at the start was that Bioware was railroading you).

So if you want to admit that they're doing this, great! I'm right, and we can move on, because the only reason I gave this example was to demonstrate how you're railroaded in DA:O.

[quote]Plus, there is only one motivation: saving thousands of life; You can do so without loving Ferelden or the Grey Wardens:[/quote]

Actually, no. The game doesn't allow you to follow through on this, because it forces you repeatedly into I <3 Grey Warden dialogue. That's actually the reason I ran with in DA:O, but the game fought me at every turn. And DA:A outright tells you to go **** yourself with this motive.

[quote]You are a Grey Warden, which gives you an edge against darkspawn. Why you are one depends on your origin. Whether you're happy about that or not is irrelevant (you have the opportunity to state your "non-love" of the Wardens Order many times through dialogue). [/quote]

You are magically altered through the taint. You aren't a Grey Warden. Your origin is your life. Unless you come with a reason to change your identity, the game doesn't give you on

[quote]The only place where your love of the Wardens is imposed is during the fade. And yes, that was bad writing (or it could be demons being very, very bad at basic psychology as they've proven to be, e.g. Morrigan's dream). [/quote]

Your dialogue doesn't let you react to the fact you don't want this (i.e. **** the Wardens). It's all, the blight isn't over, my mission goes on! So bad writing. But more generally, you have the discussions with Wynne when she asks you what being a Grey Warden means to you and you can't correct her.

[quote]Only in this case, you don't have a phone and the nearest firestation is 300 kilometers away, at the end of a very dangerous road. So what do you do? Go fetch the firemen - with a good risk of never reaching the firestation - and leave the people in the house die an horrible death and allow the fire to spread and kill more people? (Plus, that wasn't the point of the analogy). [/quote]

Someone already addressed that for me.

[quote]Yes you do, because it's how these stories work. Loving Ferelden and the Wardens is not part of the equation. Being a certain type of hero is. If you don't buy this as ultimate motivation, then this type of stories is not for you.

Honestly, when you bought the game and started it, wasn't it obvious that it would be like that? Let's look at how the game is sold:[/quote]

I followed the agme for 4 years when it developed. Bioware promised many things: our origins would tie in seamlessly with the main quest, we could design characters that didn't want to be Wardens and the game would 100% support that choice, we'd have a personal nemesis Iunique to each origin!) that would motivate us to stay in Ferelden and fight the blight, and the nemsis would give way to unovering the real antagonist.

I thought I was playing the game I was promised.

But let's ignore that. The origins matter, and not being a certain type of hero matters, because Bioware making these demands on you is what directly leads to DA2.

[quote]You are a Grey Warden, one of the last of a legendary order of guardians. With the return of an ancient foe and the kingdom engulfed in civil war, you have been chosen by fate to unite the shattered lands and slay the archdemon once and for all.[/quote]

We're going off marketing promos for what our role should be in an RPG? DA2 talks about "Rise to power by any means neccesary" and "your family" so it does the same thing as DA:O tells you want you need to care about. Except we all agree the design is ****. Giving Bioware a pass for their crap design is what led to DA2.

But fine, defend that sort of writing if you want.

[quote]I'm not saying writing was perfect and spotless, but it's not "horrid railroading". Far from it.[/quote]

It's clear railroading. Even if you're right, you're being railroaded into the role of the hero you've wasted so much time trying to describe to be is neccesary for this sort of game.

But you're not right, because of the extent to which Bioware hedges against you but pretends to allow you freedom. Just like DA2.

#160
In Exile

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Mad Method wrote...
Anyway, In Exile, yes I agree the level design and writing in DAO weren't brilliant either, but I'm sure you'll agree DA2 could have been better on these fronts.


Absolutely. But my point, like I keep saying, is how DA2's perceived restrictions on role-play (design wise, not PC VO wise) relate to a failure on Bioware's part to actually write a reactive plot that blends in with the multiple motives their game looks like it supports.

But this is besides the point, we're not here for DAO bashing either. And we're certainly not here to address the kind of confusion of ideas that could provoke a notion as Magicka being a good successor to Baldur's Gate. The questions this thread was made for are why Bioware abandoned the idea of making a spiritual successor and, in the same vein, what people were looking for when it came to Dragon Age: Origins as a spiritual successor to Baldur's Gate and how you feel about Dragon Age 2 in these respects.


The issue is, like I said at the start, what Bioware thinks are the "spiritual" elements of BG. Because as I tried to show with the plot structure in DA:O, the plot from both games is really "spiritually" similar.

BG (and BGII) have a lot of elements that are retained in DA:O, and DA:2. Hell, DA2 had the most important elements from BG - BGII:

More of a shift of focus on the protagonist, more character driven, less exploration, less open content, more of a focus on pregenerated NPCs, changing the presence of romance in RPGs...

#161
SoulRebel_1979

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In Exile wrote...

Image IPB



#162
Tirfan

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Nice posts In Exile - I perhaps should have phrased my original post a bit better. Still, my problem with Hawke not making any sense unless created with frivolous metagaming stands (as it does for the Warden) but I see a difference in the fact that the Warden could have more worldviews and opinions and actually express them, namely; How s/he felt towards the Chantry, to what extent did S/He consider her duty to Ferelden go, how did S/he feel about revenge; is it justified and if is, to what extent; how far did S/He embrace the Grey Warden philosophy of "the end justifies the means". And well, yes S/he could be a pragmatist to some degree, not all the way.

Hawke on the other hands has two opinions you can influence and express - how s/he feels about mages and how s/he feels about slavery.

#163
In Exile

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Tirfan wrote...

Nice posts In Exile - I perhaps should have phrased my original post a bit better.


No, I think you were totally right about DA2. It does exactly what you said. But IMO, it does it because Bioware didn't just get away with it in DA:O, they got praised for it. So they thought their design was good, instead of it being people liking their story and overlooking their design.

Still, my problem with Hawke not making any sense unless created with frivolous metagaming stands (as it does for the Warden) but I see a difference in the fact that the Warden could have more worldviews and opinions and actually express them, namely; How s/he felt towards the Chantry, to what extent did S/He consider her duty to Ferelden go, how did S/he feel about revenge; is it justified and if is, to what extent; how far did S/He embrace the Grey Warden philosophy of "the end justifies the means". And well, yes S/he could be a pragmatist to some degree, not all the way.


The Warden doesn't actually get to say these things, though. What the Warden can do is pick some dialogue along these lines, and then illustrate everything else via actions.

e.g. Fenris is about revenge (particulary with his sister), talking to Elthina (and other characters) is Chantry, and various rewards vs. noble end quests are about (potentially) pragmatism vs. idealism.

Hawke on the other hands has two opinions you can influence and express - how s/he feels about mages and how s/he feels about slavery.


Explicitly. But the Warden doesn't ever get to say ''I feel X is bad''. You just get to snipe. And Bioware took that and moved forward with it.

#164
Tirfan

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In Exile wrote...

Tirfan wrote...

Nice posts In Exile - I perhaps should have phrased my original post a bit better.


No, I think you were totally right about DA2. It does exactly what you said. But IMO, it does it because Bioware didn't just get away with it in DA:O, they got praised for it. So they thought their design was good, instead of it being people liking their story and overlooking their design.


Well, yes. I can only speak for myself, but I looked it over and liked it for a couple of reasons - mostly nostalgia (oh, saving the world and being the chosen hero takes me back to those days when I was 14 and played that kind of PnP-games with my group) and a bit of projecting my own views, sometimes it is better fight even if the odds are against you, and sometimes you have to fight because that is who you are.

In Exile wrote...

Tirfan wrote...
Still, my problem with Hawke not making any sense unless created with frivolous metagaming stands (as it does for the Warden) but I see a difference in the fact that the Warden could have more worldviews and opinions and actually express them, namely; How s/he felt towards the Chantry, to what extent did S/He consider her duty to Ferelden go, how did S/he feel about revenge; is it justified and if is, to what extent; how far did S/He embrace the Grey Warden philosophy of "the end justifies the means". And well, yes S/he could be a pragmatist to some degree, not all the way.

The Warden doesn't actually get to say these things, though. What the Warden can do is pick some dialogue along these lines, and then illustrate everything else via actions.

e.g. Fenris is about revenge (particulary with his sister), talking to Elthina (and other characters) is Chantry, and various rewards vs. noble end quests are about (potentially) pragmatism vs. idealism.

Tirfan wrote...
Hawke on the other hands has two opinions you can influence and express - how s/he feels about mages and how s/he feels about slavery.


Explicitly. But the Warden doesn't ever get to say ''I feel X is bad''. You just get to snipe. And Bioware took that and moved forward with it.


Well, saying something along the lines and then acting like it just gave me the feeling that I actually was playing a character with these views, I don't expect as complete freedom with my chracter as in PnP games, and I do think that DA:O did succeed rather well in giving the options of having certain kinds of opinions.

I did not see the Fenris-quest (I was trying to play without metagaming and Fenris' friendship/rivalry stuck pretty much at the middle. Feelings towards the chantry.. weell, in DA2 you have the option to basically somewhat paly the Chantry-loyalist or a good Andrastian who disagrees with the intpretation of the chant vs. origins where you could be a chantry-hater, moderate andrastian, the Chantry-Loyalist or a good Andrastian but disagree with the inpretation of the Chant. (and this is always a rather important thing to me, one thing I notice that I always seem to project is how I view religion & religious people & their behavior, I can play the Chantry-loyalist, but my most loved character was the bit scholarly anti-chantry, atheistic Mage)

I could kind of see one choice in DA2 where I could decide if my character was an actual idealist and that was supporting Anders even after what he had done and fight to the bitter end for mages.

And well, okay, in DA:O this wasn't done so well either.. You could have golems if you are a pragmatist and think that the end justifies the means, or you can be the more morally-minded and a bit of on idealist in that sense. And then there was the pragmatic choice in not opposing Kolgrim, a man who had a High Dragon ready to come down and aid him.

And now, waiting in agony to see if I know how to use quotes.

Modifié par Tirfan, 30 juin 2011 - 03:41 .


#165
nicethugbert

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dheer wrote...

nicethugbert wrote...
Exactly how would a game made in the spirit of Baldur's Gate look like? I don't think it would be something of the highest quality. The graphics would suck. The writting in Baldur's Gate is not the best. It is stilted to fit the low graphical quality. The mechanics would be complicated and clunky and largely undocumented.

Blatantly false. Both BG1 and 2 come with an extensive manual. (Documentation) Read it if you want to understand how the game works.

The writing was fantastic and won quite a few awards including a best adapted storyline and outstanding achievment in writing.

Also, trying to define the graphics from the era they came out as the spirit of Baldur's Gate is silly, at best.


There are no hidden game mechanics?  It's all explained in the manuals?  No contradictions between how the spells/feats actually work and the descriptions?  The NWN series is known for having highly unreliable manuals.


As for graphics, Age of Decadence is cited as an example of a spiritual successor to BG.  It has BG graphics adapted for higher resolutions.  But, no matter the resolution, the fact is that the far away, high angle, fixed, isometric camera obscures detail so it can't compare to something that has and let's you see detail.  Also, the lighting, models, and textures are simplistic.

So, if a spiritual successor to BG is supposed to have updated graphics, what else is it supposed to have updated?

If trying to define the graphics from the era they came out as the spirit of Baldur's Gate is silly, at best, then what about the writing?  Just because it won awards back then does not make it worth those awards today any more than cave paintings put Rembrandt to shame.

I find the writing in BG to be stilted.  In DA2, the dialog flows much better because it has body language and much better graphics to accompny it.

I really find the idea that the writting in BG is better than the writting in DA2, DAO, ME1, ME2, The Witcher 2, NWN 2, or so many other games to be a very odd idea considering that BG was never good enough to get taught in an English Literature class or get reviewed by the New York Review of Books.

The writting in BG amounts to a pile of notes.

#166
Tirfan

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nicethugbert wrote...

I find the writing in BG to be stilted.  In DA2, the dialog flows much better because it has body language and much better graphics to accompny it.

I think I might be too old for this sh*t as I can't understand how better graphics and body-language and probably voiced protagonist too  helps the dialogue roll smoother.. I personally think it comes from the way I get into character and adjust my own body language to match what I want the character to have  and how I read the dialogue lines in my mind with the kind of voice that I want the character to have. (You really should see me playing BG or DA:O, I always wave my hands and and do weird things as I read the dialogue options)

But well, I don't understand the need for good graphics.. the first and last time I started a game and gasped because the game looked so beatiful was back when I first played Chrono Trigger.. ( Because oh my gawd that game looks so beatiful, still does, its amazing)

#167
dheer

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nicethugbert wrote...
There are no hidden game mechanics?  It's all explained in the manuals?  No contradictions between how the spells/feats actually work and the descriptions?  The NWN series is known for having highly unreliable manuals.

There may be a few errors in them but overall, yes, it's all explained in the manuals.

As for graphics, Age of Decadence is cited as an example of a spiritual successor to BG.  It has BG graphics adapted for higher resolutions.  But, no matter the resolution, the fact is that the far away, high angle, fixed, isometric camera obscures detail so it can't compare to something that has and let's you see detail.  Also, the lighting, models, and textures are simplistic.

Again, not the spirit of Baldur's Gate. Just because it was made poorly for today's standards doesn't mean it's a bad game either. I have no idea, I haven't played it.

Just because it won awards back then does not make it worth those awards today any more than cave paintings put Rembrandt to shame.
*snip of other unrelated points*

Wow, you're really grasping at straws here. I don't even know what point you're trying to make other than you just *had* to type up a reply.

#168
Slayer299

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Tirfan wrote...

nicethugbert wrote...

I find the writing in BG to be stilted.  In DA2, the dialog flows much better because it has body language and much better graphics to accompny it.

I think I might be too old for this sh*t as I can't understand how better graphics and body-language and probably voiced protagonist too  helps the dialogue roll smoother.. I personally think it comes from the way I get into character and adjust my own body language to match what I want the character to have  and how I read the dialogue lines in my mind with the kind of voice that I want the character to have. (You really should see me playing BG or DA:O, I always wave my hands and and do weird things as I read the dialogue options)

But well, I don't understand the need for good graphics.. the first and last time I started a game and gasped because the game looked so beatiful was back when I first played Chrono Trigger.. ( Because oh my gawd that game looks so beatiful, still does, its amazing)


If you're too old, then we're in the same bloody boat, as I cannot fathom how body language and graphics help the dialogue roll through better when you're *reading* it or even listening to it. Does how someone's dressed tell you something different from what they're saying?

#169
nicethugbert

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dheer wrote...

Just because it won awards back then does not make it worth those awards today any more than cave paintings put Rembrandt to shame.
*snip of other unrelated points*

Wow, you're really grasping at straws here. I don't even know what point you're trying to make other than you just *had* to type up a reply.


I don't know what point people are trying to make when they call for a game to be the spiritual successor of BG and it seems that they don't know either. 

Modifié par nicethugbert, 30 juin 2011 - 10:25 .


#170
Gotholhorakh

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nicethugbert wrote...

dheer wrote...

Just because it won awards back then does not make it worth those awards today any more than cave paintings put Rembrandt to shame.
*snip of other unrelated points*

Wow, you're really grasping at straws here. I don't even know what point you're trying to make other than you just *had* to type up a reply.


I don't know what point people are trying to make when they call for a game to be the spiritual successor of BG and it seems that they don't know either. 



...and again. People weren't "calling for a game to be the spiritual successor to Baldur's Gate", BioWare described it as such.

If we followed the forums, eagerly tracked announcements about everything from where the ruleset would go when AD&D went, what the classes, spells and game mechanics would be, and participated in what feedback process there was, it was with that kind of thing in mind, to a greater or lesser degree.

I have to say I'm not sure how much of an open-ended commitment that was, but it could understandably be listed among the things DA2 has departed from, if someone wanted to do that.

Modifié par Gotholhorakh, 30 juin 2011 - 10:34 .


#171
Mad Method

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nicethugbert wrote...

There are no hidden game mechanics?  It's all explained in the manuals?  No contradictions between how the spells/feats actually work and the descriptions?  The NWN series is known for having highly unreliable manuals.

Neverwinter Nights is not Baldur's Gate. If you want to argue about the quality of Baldur's Gate's manual, then play the actual game and read the manual. Don't play another game and complain about its manual.

As for graphics, Age of Decadence is cited as an example of a spiritual successor to BG.  It has BG graphics adapted for higher resolutions.  But, no matter the resolution, the fact is that the far away, high angle, fixed, isometric camera obscures detail so it can't compare to something that has and let's you see detail.  Also, the lighting, models, and textures are simplistic.

Er, no, Age of Decadence is cited as a spiritual successor to the original Fallouts, not Baldur's Gate. It's an old-school, non-linear, story-driven RPG which focuses on giving the player choices with real consequences.

Modifié par Mad Method, 30 juin 2011 - 11:46 .


#172
nicethugbert

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Gotholhorakh wrote...

nicethugbert wrote...

dheer wrote...

Just because it won awards back then does not make it worth those awards today any more than cave paintings put Rembrandt to shame.
*snip of other unrelated points*

Wow, you're really grasping at straws here. I don't even know what point you're trying to make other than you just *had* to type up a reply.


I don't know what point people are trying to make when they call for a game to be the spiritual successor of BG and it seems that they don't know either. 



...and again. People weren't "calling for a game to be the spiritual successor to Baldur's Gate", BioWare described it as such.

If we followed the forums, eagerly tracked announcements about everything from where the ruleset would go when AD&D went, what the classes, spells and game mechanics would be, and participated in what feedback process there was, it was with that kind of thing in mind, to a greater or lesser degree.

I have to say I'm not sure how much of an open-ended commitment that was, but it could understandably be listed among the things DA2 has departed from, if someone wanted to do that.


That's not much of a distinction when people are drawn to the phrase "spiritual successor to Baldur's Gate" and argue about games being such or not. 

Did anyone ever bother to ask Bioware what they meant by that phrase?  Or is everyone simply not even bothering to ask themselves what that means?  I tend to ignore such ambiguity and just look for what is clearly discernable then focus on that, thereby avoiding thinking in terms of such things which spares me the hassle of dashed expectations.  I also play or look at demos before I buy.

Modifié par nicethugbert, 30 juin 2011 - 11:58 .


#173
nicethugbert

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Mad Method wrote...

nicethugbert wrote...

There are no hidden game mechanics?  It's all explained in the manuals?  No contradictions between how the spells/feats actually work and the descriptions?  The NWN series is known for having highly unreliable manuals.

Neverwinter Nights is not Baldur's Gate. If you want to argue about the quality of Baldur's Gate's manual, then play the actual game and read the manual. Don't play another game and complain about its manual.


I hearby offically complain about all manuals!  They all suck!  I will leave no manual uncomplained!  

Mad Method wrote...

As for graphics, Age of Decadence is cited as an example of a spiritual successor to BG.  It has BG graphics adapted for higher resolutions.  But, no matter the resolution, the fact is that the far away, high angle, fixed, isometric camera obscures detail so it can't compare to something that has and let's you see detail.  Also, the lighting, models, and textures are simplistic.

Er, no, Age of Decadence is cited as a spiritual successor to the original Fallouts, not Baldur's Gate. It's an old-school, non-linear, story-driven RPG which focuses on giving the player choices with real consequences.


That's funny because it's very BG like being all midevalish and stuff.

#174
A Crusty Knight Of Colour

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* Fallout != Baldur's Gate
* Post Apocalyptic Roman != D&D Fantasy

I don't even want a new D&D game (outside of a Planescape one) or a "Baldur's Gate successor", but yeah...

Modifié par mrcrusty, 01 juillet 2011 - 01:46 .


#175
Imrahil_

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In Exile wrote...

Imrahil_ wrote...
You seem to be arguing wih yourself here.   First I'm not to presume that DA2 was a game you wanted/desired.  Then *in your very next sentence* you tell me that DA2 was a game you wanted/desired.  Truly you have a dizzying intellect.


Let's try re-reading:

No, let's not.  I didn't realize I was dealing with a classic filibuster.  You wouldn't actually read what I wrote, but would just address what you think I'm saying, so let's save us both another one of your Wall of Text posts & agree to disagree.

Modifié par Imrahil_, 01 juillet 2011 - 02:19 .