Your rant is just that the UI is bad - which is what I said - and that the ruleset isn't D&D. But that's not what a spiritual successor means as a phrase.
The only valid point here is the loot level lock and the area locks. There was no magical loot in BG almost - getting +1 weapons was a huge deal. The loot wasn't level locked because even having the uber loot didn't alter the base game substantively, and all of this comes back to the ruleset.
The zone lock is the real criticism here and that's not like BG1. It's closer to BG2. But the empy areas and minor quests is the basic design principle from BG1.
Edit: I should say that BG1 unlocked most nonstory areas right away vs. DAI but even that's not 100% true.
And DAI obviously has noncombat skills. Those are the perks. They suck, but they're there as much as the DAO skills.
Awesome. Your reply is that a factual argument is not a valid point (and we're talking about role-playing and immersion here).
So, here is the stuff that is not valid, from my post - according to you:
- no descriptions on items
- no autoattack
- no weapon swapping
- no access to inventory or skills (combined with only 8 slots to actually equip skills)
- stat allocation at the beginning of the game (and in DA:O, stat allocation on level-up)
- Ubisoft style quests (flag gathering, shard scouting etc.)
Just because it doesn't bother you, doesn't mean it doesn't bother other people.
In fact, if you search the forums, you'll easily see these are issues that bother a great number of people who are/were expecting a "back to the BW roots" RPG.
Also, the perks are absolutely nothing like actual non-combat skills in BG/DA:O.
There is no persuasion or pickpocketing or trap making, etc. Now, that is a fact, you can't actually spin a fact and be successful at it.
You could actually build a proper thief in those games, make more money off of thieving or persuasion, plan battles around traps etc.
Additionally, you could get absolutely everywhere in BG1, other than the story maps (which are, in order, Nashkel Mines, Cloakwood Mines, Baldur's Gate and return to Candlekeep).
In BG2, you could go anywhere except the Assylum/Underdark - but BG2 wasn't even close to BG1 in terms of exploration.
They modeled their exploration after Skyrim, and I don't think they even tried to hide it.
Now, to be clear, I thought that was the best part of the game (exploring the wild areas, doing the "main" story in that particular zone), but they still failed to see what actually makes an open world game great, rather than good.
It's been said repeatedly, the world is "fake".
Skyrim has a living world in which you happen to exist. Its people walk, talk, work, rest, sleep.
They react to you, guards react to you. You can interact with objects, thieve and pillage and build and kill - the world changes according to what you do.
And there's a day and night cycle.
None of this is in DA:I, and while it's less obvious in the wilds, it's absolutely jarring in cities and castles and villages.
People just stand there, they don't move or do anything, you can't interact with them. It feels like a cardboard, fake world specifically designed for you to quest in.
As for your comment about the loot and how BG handled it, without fear of giving you imbalanced gear...
You do realize you could kill Drizzt and get the best weapons and armor in the game at like level 2/3.
All you needed was a Wand of Monster Summoning and a few hundred arrows.
You could find the best wizard ring in the game at level one (outside the Inn), one of the best armors in the game at level 1(Nashkel fields), etc.
Game let you explore, fight and succeed - or fail - on your own terms.
...
BTW, why are your posts "points and arguments", and mine are "rants"?
is this a rant too? Is it too long, badly constructed, or something? Filled with blatant lies?
You not liking it doesn't make it a "rant".
Like I said, I enjoyed DA:I, played through it twice. And it's a good game.
But not great, and definitely not a great RPG.
And it's so obviously trying to appeal to your average "non-RPG" gamer that I can't honestly see how someone who is into deep RPGs can claim that Bioware did, indeed, go back to their roots on this one.