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Will this game be anything like Baldur's Gate?


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#351
UniformGreyColor

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Well, getting to Spellhold in BG2 could involve two completely different quest lines, depending on who you sided with.

 

Then there's Anomen's personal quest.

 

Then there's the silver dragon eggs deal in the Underdark.

 

In BG1 there's the whole Dynaheir thing, kill or rescue her?  

 

Captain Brage, kill him for the bounty or bring him alive to the temple.

 

Then there's the whole Aldeth vs the druids thing in Cloakwood.

 

No these things don't change the story in general, but it's a lot more freedom to shape your game's experience

 

It seems like BG 2 had a huge impact on the way Devs wanted things to go. I see it in many games I have played.



#352
Iakus

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It seems like BG 2 had a huge impact on the way Devs wanted things to go. I see it in many games I have played.

As far as I'm concerned, the highest praise this game could possibly get is "It's Baldur's Gate with a bigger budget and fifteen years of better tech"


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#353
AlanC9

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Well, getting to Spellhold in BG2 could involve two completely different quest lines, depending on who you sided with.

Then there's Anomen's personal quest.

Then there's the silver dragon eggs deal in the Underdark.

In BG1 there's the whole Dynaheir thing, kill or rescue her?

Captain Brage, kill him for the bounty or bring him alive to the temple.

Then there's the whole Aldeth vs the druids thing in Cloakwood.

No these things don't change the story in general, but it's a lot more freedom to shape your game's experience

How do you get to "more freedom" from this list? It's a pretty small fraction of the content, smaller than equivalent lists from more recent Bio games would be. DA2 excepted; that one looks like a tie.

#354
Iakus

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How do you get to "more freedom" from this list? It's a pretty small fraction of the content, smaller than equivalent lists from more recent Bio games would be. DA2 excepted; that one looks like a tie.

It's only a small fraction.  I'm not going to go through the entire quest list of both games and go over variations of how they can be done.


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#355
Ryzaki

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Much more than in Baldurs Gate 2 I suspect.

 

I hope so. Trying to be a douche in BG2 was tiresome. Couldn't do it too early or you'd screw up the game since freaking guards would auto spawn and you weren't capable of killing them at low levels -_-



#356
Seraphim24

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Not a bad parody of the last post, but why "1905"?

 

I was guesstimating the first movie. I went on wikipedia and I guess it's like 1870 or something, jeebus.

 

Anyway, it's unfortunate that Hollywood and video games have converged and are practically indistinguishable at times.



#357
Il Divo

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In BG1 there's the whole Dynaheir thing, kill or rescue her?  

 

Captain Brage, kill him for the bounty or bring him alive to the temple.

 

Then there's the whole Aldeth vs the druids thing in Cloakwood.

 

No these things don't change the story in general, but it's a lot more freedom to shape your game's experience

 

Honestly, I thought most of those elements were surface level, at best. It's not something unique to Baldur's Gate. That sort of freedom has been present in pretty much every Bioware game since, only handled with more finesse. 

 

Generally-speaking, BG1 doesn't really offer anything more than this, often times with limited, laughably bad, dialogue. 



#358
Il Divo

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It seems like BG 2 had a huge impact on the way Devs wanted things to go. I see it in many games I have played.

 

If you're looking for where alot your favorite narrative RPG elements come from, alot of them probably have their basis in BG2 and especially Planescape, with their mix of plot/character interactions. 



#359
Eternal Phoenix

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Well, getting to Spellhold in BG2 could involve two completely different quest lines, depending on who you sided with.

 

Then there's Anomen's personal quest.

 

Then there's the silver dragon eggs deal in the Underdark.

 

In BG1 there's the whole Dynaheir thing, kill or rescue her?  

 

Captain Brage, kill him for the bounty or bring him alive to the temple.

 

Then there's the whole Aldeth vs the druids thing in Cloakwood.

 

No these things don't change the story in general, but it's a lot more freedom to shape your game's experience

 

Don't forget that your reputation impacted encounters. An evil character with a bad reputation actually had heroes hunting him/her. Many of them were unique encounters too with named characters. At one point, a harper confronted me outside of Baldur's Gate in my evil playthrough telling me how he could no longer watch my character vile evilness and abandoned his order to destroy me. I was able to give this epic evil speech about how he could never stop me before I killed him.

 

It's at that point that I felt as if my character was the big bad evil rather than Saverok. Another optional outcome of that encounter is that you can turn the conversation around on him and tell him how he isn't that different from you (which was hilarious as it breaks the guy and he runs off).

 

Your reputation also impacts who can join your party. Good characters like Misnc will downright refuse to join you if you have a bad reputation and evil characters won't join a good party. Companions will also leave/betray you should you do things that goes against their alignment. The best part of Baldur's Gate was the freedom to shape your entire party. You could choose from people of mixed personalities, create a party full of religious paladins or even evil psychopaths who would praise you for going on killing sprees.



#360
Lennard Testarossa

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Baldur's Gate 2 was great in many things. It's my favorite game, really.

 

But it didn't really offer much in terms of "the ability to choose how to solve a given quest". Part of the reason why that was the case is that evil characters always ended up shafted. Take that whole Trademeet questline. If you go the evil route, you do practically the same thing as people who take the good route. And yet, you get less of a physical reward, a tiny fraction of the xp reward (because you don't get per character xp, despite having done exactly the same thing) and no follow-up quest. Or take the silver dragon eggs deal: You have done precisely the same things as a good character to acquire those eggs, but yet again, you get a tiny fraction of the xp reward. And as far as I can remember, there weren't really any quests that weren't available to a good character. So you only get to choose occasionally and if you do get to choose, the good route always offers better rewards.

 

Baldur's Gate 2 offers far less freedom in how to solve quests than Dragon Age. It also offers less choice in terms of how to progress in the main story. And there are other games like The Witcher 2 which offer far more choice than Dragon Age in that regard. So one would have to wear seriously rose-tinted glasses to think Baldur's Gate 2 is the cream of the crop here.



#361
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Im sorry but I will not read all posts in this thread.

 

To the OP, no, this will NOT be like BG by any means.

Will they have things in common? Yes.

Will you maybe be able to enjoy it because of that? Yes.

 

But it is a game too different from BG. You do not see the same, you do not feel the same, combat is too different, etc.

 

You want to play Destony: Original Sin and you REALLY want to play Pillars of Eternity: http://eternity.obsidian.net/

That game WILL BE totally based on BG.


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#362
LinksOcarina

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You got too much into power creep and while I understand these, I don't get what's your problem with Dark Souls. I can only assume that you think that the process of gearing is finished by the time you are done with the masterkey build order. Correct me if I misunderstood but if not then that's false. That's not the design of the game. Instead you have an enchanting system with limited materials. Every time you enchant your weapon is like you get a new one. That's a stereotypical asian design, it's widely used and extremely efficient. In case of Dark Souls it allows you to have progression while keeping personal preference.

 

Also I don't understand why you see my examples as not necessary to beat the game but you don't think the same about metagaming in Dark Souls. If beating the game is the only objective, then you can do it without master key build orders, while avoiding multiplayer. The game even provides unique and enchanted weapons along the way so you can shortcut the whole gearing scheme if you really want to (although it's not recommended obviously). And even if you do optimize, you still need some ability to beat the game, where as in the examples I provided, anyone can do them with minimal effort. The power creep doesn't even need to be taken into account cause the game is already broken beyond any semblance of challenge, whereas you can't possibly break Dark Souls cause you start weak and the strongest you can get is still inadequate to go up against a boss with equal footing. The best you can do is endure one more hit and take a few less attacks to kill a boss. (which essentially means that you will have to learn the fight and execute it well, even if you have to repeat the patterns less times, that's perfectly fine in my book).

 

As for the master key itself, it's a problem but not really.. The whole point here is that if they just remove the choice and make master key default then the problem is 100% fixed. If it's removed all together then it's fixed again.

 

I think either of these solutions are enough and there are no more considerations to be made. And probably the main reason we disagree. Because I believe that using the master key build order is simply optimizing for excellence and not vital in any shape or form as long as the objective is to just beat the game.

 

I don't have a lot of time due to work right now, I need to teach in a bit.

 

First things first, Dead Island and the like were examples of the games design dictating how the game was played. In regards to the masterkey, it is an example of a piece of equipment that almost everyone takes because of the exploit it gives. It is inherently better, which makes stuff like the Pendant all but useless. 

 

So I agree, removing it would be the best course of option there, giving it to everyone...not so much because it then limits options which is never a good thing.

 

See, i have this problem where optimization is always key to winning anything. In games it's moreso the truth because there is little wiggle room regarding the math of the game. This is why something like Dead Island or Dark Souls, the need to optimize because you have less twitch skills is very paramount to the design, not everyone has the ability to beat it on a guitar controller, those who do, great. Those who don't will be left in the dust.

 

It also doesn't help that placement of enemies, bonfires, death pits, and the like are a bit awkward to handle, but thats not here nor there.

 

And yes, I am aware that Baldurs Gate you needed to optimize as well. Personally, that's a mark against the game if  thats the case. To each their own I guess.

 

Like I said, there really is no point in me saying anything anymore. I am not going to convince anyone here. 



#363
Sylvius the Mad

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I really should play that game because every one of those elements appeals to me.

To me, the primary strength of BG is that there's more than one way to approach the main plot. Your character is given fairly clear instructions early in the game, but it's up to you to decide whether your character wants to follow them. You can still find your way into the main plot even if you ignore those instructions, and that you're not forced along the path makes the story and setting feel significantly more real.

Also, I enjoy the largely symmetrical mechanics, the game's overall willingness to let the mechanics tell the story (which I think makes for better stories), and the truly full-party play.

I also prefer original version of the game. I'd recommend getting that from GOG rather than the Enhanced Edition.

#364
Sylvius the Mad

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Certain companions will even attack each other.

Important safety tip: drow priestesses and paladins don't get along.

Neither do drow priestesses and elven rangers. Learned that the hard way while I was inside Durlag's tower.
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#365
Gtdef

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@linksocarina

 

I'm not in this to convince you or be convinced by you. We obviously have a different view of what makes a game good. I'm more interest in common ground because that's how I gain perspective. I'm sorry if I sound any different. My only intention is to speak my mind on the various points other people make and wait for them to do the same. Your answer explains many things that I had a hard trouble understanding earlier.

 

I think that it comes down to disagreeing with the definition of optimization. There is a reason I said your examples were "optimization for excellence". It's the "be the best you can be" mentality that some games have which I consider a bad design. And the reason why we disagree on the "amount of optimization a game needs". 

 

Like for example, my definition of what "going naked" means is different than yours. I give it as an example of optimization that is extremely non-invasive. Getting the overall "best" gear isn't optimization, it's just progress. Getting the best gear to increase the most important aspect of your character is optimization. Going naked is a form of optimization. You capitalize on rolls and freetarget movement. So the best gear for this type of play, is no gear. You want to go naked because there is little difference between naked and light armor protection, plus this allows you to use a stronger weapon cause of the weight mechanics. Just because it isn't so much based on conventional methods of optimizing doesn't mean it is any different. 

 

It's the same with fps games, playing a sniper. It's very difficult to learn how to do dragshots, spawns, common camper positions. You pick your weapon based on your ability. If you are good at these things, you prefer using the weapon that does the highest damage, since when you take a shot, it will probably be a kill. If you aren't and you lack this knowledge, better get a semi automatic instead of bolt action cause most of your actions in the game will be reacting to close distance and fast moving visual cues. You don't want to miss a shot with a bolt action at assault rifle distance.

 

Same idea behind outmaneuvering fights in pnp games by using good judgement. Like for example making a circle with the caravan wagons so the enemies won't attack you from all sides or having a dex damage wand to deal with a dragon. The optimization process here would be to get a character with high initiative. This is not "just roleplaying". This is the same process but on a larger scale. You become aware of a situation and you respond to it. In Dark Souls you become aware of a telegraphed movement and you respond to it. The only difference is the time frame you have to make the decision. Which one you like is a matter of preference. I like both.

 

Optimization is more than just maths and stats. To give you a more familiar example, Kotor. You can do a "hit n run" style attack and avoid a ton of damage that you would otherwise take, plus you can use medical kits safer. Essentially makes it totally impossible to die as long as you have medical kits unless an attack oneshots you. The same principle can be applied to Dark Souls as well., it's just a bit more involved cause movement is better simulated. So instead you have to consider things like invincibility frames, reach, speed etc. I can think of hundreds of examples. Going haste instead of critical as a fire mage in wow for better responsiveness even if critical does more damage overall, specing all your mages into fire spells for DA2 so you can counter friendly fire with fire resistance runs. Whatever. 

 

Anyway I think this discussion is exciting. I'd prefer if you continued posting. But I understand if you don't. These arguments tend to go in cycles.



#366
Rawgrim

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How do you get to "more freedom" from this list? It's a pretty small fraction of the content, smaller than equivalent lists from more recent Bio games would be. DA2 excepted; that one looks like a tie.

 

Choices like that in DA2 usually gets undone in the next chapter. People you save\spare decide to attack you later anyway, so they end up dead no matter what you did earlier.


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#367
Ieldra

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I think much of the credit the BG series gets is due to the story it tells, rather than due to the way it tells it. The plot idea is really a masterstroke. It's a personal story, but it's set up in a way that it gets totally epic nonetheless. You don't save the world, nor even a continent or a nation, but your final decision is still potentially bigger than those. The ending has a naturally philosophical dimension, which you can affirm or deny in two different ways.

In short, I do not think the BG series was so very exceptional in the way it told its story or in interaction mechanics, compared to other games of the time. It was the story itself that made it exceptional.

Also, the evolution of storytelling within the BG series echoes the evolution of storytelling in Bioware's games in the years after that. Namely, it got more plot-focused and offered less freedom in the later parts. This should have enhanced storytelling, but only Shadows of Amn succeeded in that. It presented, IMO, a good balance between freedom to explore and linear storytelling. TOB got too restrictive, and unfortunately that set the tendency for future games.

It appears that DAI will attempt to reverse this trend. That is a very, very good thing, and I was very delighted when I heard Mark Darrah say that it was one of their goals to give the player more freedom. How much? Well, there's a rather big range between BG1 (Bioware's most open game) and ME3 (its most restrictive game). We will have story-restricted areas (BG1 already had those) and freedom to explore large areas within the story chapter we are in. That, too, appears much like BG1 or BG2, rather than later games which didn't offer very much at all in the way of free exploration (excepting ME1 to some degree).

However, this is unrelated to player agency within the story. When it comes down to it, the BG series didn't offer more than the ME trilogy in this regard. The conversion of plotlines towards the end in both stories masks that the ME trilogy likely had more diverging continuity within the story than almost all earlier games. The problem is that this doesn't affect the bigger plots. That, too, is largely the same in both game sets. The big difference is that the BG series has a vastly more satisfying ending, and that almost regardless of which of the three possible outcomes you get.

So, of the elements I liked in the BG series, I would like DAI to have these: a story that is both personal and epic without appearing contrived, and freedom to explore large areas and the ability to engage the main plot at my own pace in large parts of the game. Other parts I liked have since been surpassed, and still others weren't that good in the first place - dialogue was really unexceptional in the BGs compared to FO1+2 and PST outside of a few key scenes. I'd rather they go and try to extend their limits in this, since in this, none of their games was as good as it could've been in my estimation. DAO was probably the best. DA2's actual dialogue was good as well, but it's tainted by the paraphrasing. All, though, still offered moments of jarring stupidity and cognitive dissonance. Not nearly as many as ME3 did, thankfully, but still unnecessary. This can be improved.

And here's what I would like to see which has never been done right before: I want the effects of my most important decisions to diverge, rather than just the effects of my least important ones. The latter, are, well, less important and their divergence gives me significantly less satisfaction. If they're forcibly converged it's not a big matter. It's the important decisions that matter most, and thus as a rule, they should result in a more visible divergence. If there is divergence at all, these should be the first priority. I don't know if this can be realized - it's got to be extremely difficult - but it's what I would like to see.

#368
Eternal Phoenix

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Choices like that in DA2 usually gets undone in the next chapter. People you save\spare decide to attack you later anyway, so they end up dead no matter what you did earlier.

 

That's a major problem in Telltale games at the moment.

 

Dragon Age: Origins did good with choices and consequences if you ask me. Okay, entire chapters didn't change like they do in The Witcher 2 but the changes were almost as significant (not to mention there are more decisions). The decision of wherever to side with the werewolves or defend Redcliffe being the prime examples here. Siding with the werewolves led to the destruction of the elven camp (as well as extra combat encounters) and abandoning Redcliffe led to its destruction whilst defending it led to a chain of side quests you wouldn't have experienced otherwise.

 

If we can get this again for Inquisition, that will be great. In DA2, I only remember a few choices actually having any real impact because (as you said), most are undone later anyway (or worst, they're meaningless).


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#369
Sylvius the Mad

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Everyone always forgets Jade Empire.

Perhaps because of how linear it was.

#370
Ryzaki

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Perhaps because of how linear it was.

 

I love JE...but yeah it was linear as hell.



#371
Sylvius the Mad

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I love JE...but yeah it was linear as hell.

I enjoyed it a lot more than I thought I would. The writing was excellent, and I love silent protagonists.

#372
Ryzaki

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I enjoyed it a lot more than I thought I would. The writing was excellent, and I love silent protagonists.

 

Yep and I do like how they gave you multiple reasons for saving your master. Whether being a good student or wanting more power or just getting the assassins off your back.