LTD wrote...
Recreating Baldur's Gate would be awesome!
3rd person gets tiresome after a while. Spell system that would be right at home in any MMO gets tiresome after a while. Looking at talking heads and trying to pretend you have proper amount of control with what they say gets tiresome after a while. Bring in birds eye, awesome spell system of BG II and beautiful zones that resemble paintings rather than stale WoW clones!
Maybe. Never going to happen, but an update with improved graphics would be interesting. The artwork for ToEE was awesome, but the 3rd Ed rule set and it's implementation kinda sucked a bit of the joy out of it. I think it would have played better with the Infinity engine.
But in the interests of actually managing to make a somewhat meaningful contribution to a thread before it's closed for going off topic...
Pedrak wrote...
Yeah, with the great classics it's not nostalgia - it's that they can stand the test of time. I played Torment about 7 years after its release and I was spellbound.
Planescape Torment & Baldur's Gate were my introduction to games on a PC. It made me get a PC to play them on. So I bought it, then BG2 & all the expansions, the Icewind Dale series and all the Never Winter Nights series. I've played the whole saga from BG1 to ToB repeatedly over the years and have just uninstalled it just so I can actually play all the way through the back log of newer games I have.
In some ways I feel PST is a little better than BG, but I've never managed to finish it. It's something of my Eleanor - every time I've started playing, the hardware in my PC fries and forces a complete rebuild. Then I usualy have a few shiny new games to play on the all new hardware, but always end up going back to BG & PST.
Stanley Woo wrote...
Cool, people are clarifying and getting more specific on the kinds of things they want to see in a BioWare game. It seems I had misinterpreted what people were asking for.
So... people aren't asking us to recreate Baldur's Gate. They want us to create a game that will give them a similar experience of epic-ness, immersion, and sense of value as the BG series? Kind of like what we did with DAO? Is that correct?
Correct, sir.
But if it's specifics you're after of what makes the game a favourite and so replayable, well that's harder to pin down, and probably differs a little for every one. So I'll just try answer for me.
(Ok, just realised I've played BG1 in BG2 engine using the BGT mod so much, I can only speak of the BG2/ToB engine. I'll refer to it collectively as BG)
The world was detailed & immersive. I spent hours reading the books in some nobles' library rather than actually going about robbing him. Hell, I've read them all & I still stop every now & then in a play-through to read some more. DA had this as well to an extent. Almost every item in BG had some interesting (and useful) description & backstory.
The journal in BG read like a journal and you could organise it to be useful. Almost all the detail of the quest - what you were doing where you were going who sent you & why was all there. I loved DA, but I have to admit finding out what you wanted to know could get trying. The codex divided into numbers was meaningless. DA2's solution to this complaint seemed to be remove all detail so you had no idea what you were doing or why.
Although it's aged now, the GUI in the BG series - IWD as well - had a lot to do with that sense of immersion. It fit the theme - to me, the DAII GUI felt like it would have set better in a scifi setting. Don't get me wrong - BG GUI probably has all sorts of clunkiness about it that I don't notice due to familiarity, but it's more the little details that get you.
Yes, I know GUIs have to get simplified (for want of a better term) so that consoles can play them - I don't begrudge more people getting to play the games I love. And that there was a feeling that DA didn't have it's own distinctive feel, that it was too generic fantasy so bioware had to give it one. Fair enough.
I. Don't. Care.
Kirkwall was bland - by design, apparently, and so was the GUI. It put me off. Nit picking, but straws & camels backs and I digress.
The characters have always been a Bioware strength. The NPCs you could take in the party most of all, Jaheira is always my favourite. The fact that NPCs could elect to leave or even turn on you (not just for one action but for you actions over a period of time) or each other. I'm looking at you ME2 - where's the cat fight that led to you shooting one of them? (Would have been Jack). But even random one off quest givers seemed to have some story & personality. Villains that got under your skin, even minor ones. Sarevok was a D-bag, but Irenicus... his fate is the one movie I never skip.
In BG1 I enjoyed the way I could just wander off into the wilderness and find something interesting to do. It wasn't by any means a sandbox like TES or FO3 (which I never end up finishing), but there was more to do than say, DA, which was plot specific areas or it doesn't seem to exist. Even BG2 started to cut this down.
Someone once remarked of the BG series "I loved that game, you really felt like a god by the end of it." That's a much harder thing to define about it. By the end the battles turned into a bit of a slog with forethought required. Even on normal you still had to think for many battles - you couldn't just rush in and slaughter everything. So in addition to the large amount of time spent on getting through the whole saga with one character, you ended with a sense of achievment - that you'd overcome everything before you and could take anything that came. But not just that. You felt like what you'd done made a difference. You got that a lot with DAO & the warden.
You didn't really get that all that often with Hawke. Sure, you could butcher anything that tried to kill you - but quite often even that didn't change anything much. You got situations like this in the BG series too - Saradush, the General in the Oasis. But not all the frigging time. I've read the post on why you should give DA2 a second chance and quite a lot of the articles linked in it. I get it. Think of DA2 as more of a greek tragedy, more of the story of the lives of one schmuck and the people closest to them and how bad things happened to and around them and they couldn't stop it. Bold move, Bioware. The realisation certainly dampened my distaste for the game. If the game play had been better suited to that kind of tale (or just better) I might have enjoyed it.
But, maybe you should have had your marketing guys play the game before they started to pump up the hype for it, because that's not the game I thought I'd bought. DAO was a classic nobody to unstoppable super hero saves the day tale. Kinda like BG series. You felt like, just maybe, you could make a go of being the father of a god-child by the end of it. DA2 was hyped as rise to power etc, yet you ended up feeling more like a you'd just spent the time working a really bad day in a call centre making old ladies cry so you could just go home and pay rent. Maybe if it had been marketed differently - as a tragedy and not a hero romp like it's predecessor, it might not have left as bitter a taste in my mouth.
Ok, going off topic and into tired rambling. I'll end this here and post more if I think of it while more lucid.