Realmzmaster wrote...
The series does not hold the gamer's hand like crpgs now.
This is a real issue indeed. The absense of quest markers creates a much more intense sense of exploration.
The BG series was not afraid of having characters die in a tough fight or simply because the gamer underestimated the enemy. A character could permanently die and that character's quest or story would be lost. Or the party could raise enough money to have the companion resurrected. It was unlikely that you cleric would be of high enough level until BG2 to do the task. That is a decision that does not exist in the DA series, because the companions cannot die unless it is scripted.
Tell me, who really played on when a beloved companion died, instead of reloading? I do regret that the newer games don't even have the option for a more "ironman" playstyle, but I think it was one for a tiny minority. That they removed it in favor of other features, that I understand.
Also if companions did not like how the main character conducted themselves the companion would leave or complain incessantly about the main character lack of morals or being too moral. Some companions would not even join the party!
I found that rather annoying. You are not evil enough? WTF? Very contrived. I'd rather have characters react to specific actions like in DAO - or even DA2, where some characters could leave and not return based on what you did, in case this has been forgotten. I see the nostalgia factor at work indeed.
BG series had the gamer make tough choices. You had companions who literally wanted to kill each other. Certain combinations of party makeup were explosive.
And how plausible was it that these characters were in the same group in the first place?
The Bhaalspawn was just as defined as Hawke. The difference is that the Bhaalspawn allowed for more head cannon for some gamers.
That is true. I'm not sure I prefer that, though. I guess it depends on the exact prescription the game makes. Hawke never bothered me that much. The traits I wanted my Hawkes to have mostly fit neatly into the spaces the game left me to fill. It was different with Shepard.