BG1 did not allow for changing of attributes after character creation. The limit on all attributes was 18 with only certain races allowed to go above the maximum in certain attributes. Class also restricted how low an attribute could go. A thief had a minimum dexterity. At character creation the gamer was allowed to subtract and add points to different attributes but could not go below the required minimum for class or race. So you could create any character you wanted within the limitations of class and race. Only humans are allowed to dual class in BG1.
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Any change to the attributes had to be done with equipment.( like Ring of Strength +2) which is what DAI does.
Indeed. You rephrased what I've written before.
Any change to attributes had to be done with equipment, sure, but these items are extremely rare. Let's take a look, shall we?
Nymph Cloak (charisma +2)
Helmet of Glory (charisma +1)
Gauntlets of Dexterity (dexterity 18)
Gauntlets of Ogre Power (strength 18/00)
and a couple of cursed items which lower your stats (like the Ring of Folly).
Don't know about the Ring of Strength +2. Never encountered it in BG1, and never seen it mentioned on any BG site.
Overall, that's four items influencing your stats. A rather tiny group, and definitely cannot be treated as game-altering equipment. In this regard, DA:I equipment-based stats progression is more akin to hack'n'slash genre. Don't really see any BG1 influence here. If anything, that's a clear departure.
BG1 (1998) is a semi open world. Daggerfall by Bethesda (1996) is more of an open world. The protagonist can go all across the landscape without loading zones which allows for seamless connectivity. The only time Daggerfall enters a zone is when the cities are loaded. That is not the case with BG1. You reach the end of a zone in BG1 the next one must load in before the party can continue. IMHO as I stated to be true open world the change should be seamless.
Agreed on open-worldness. Though BG1 seems like an attempt to mimic open-world. Nevertheless, what you have written here has no relevance to BG1 map structure and DA:I map structure. Both are thought-out and implemented differently, and play as such. If you disagree, then I don't really know what to say here. BG1 has a closed gameworld with multiple connected locations filling up the entire map. DA:I has a closed gameworld with multiple locations that are not connected to each other and represent only a few locations of the map's entirety. In other words - I can go anywhere on the BG1 map. I can go to only a few selected places on the DA:I map.
Again, the design differs. If anything, DA:I is more like BG2 in this regard.
I beg to differ about the value of the mitigation spells. I have used parties with no healer or healing spells with great success. I concentrate on damage dealing and damage mitigation with those parties.So we will have to agree to disagree in that regard.
I don't want to call you out to write specifically what spells combinations do you use, with what party, against what type of enemies and so forth. Let's say I believe you.
In any event, what you mention is great and is a proof of how flexible builds can be. Because of the substantial amount of spells, you can go multiple paths - I can choose to be an illusionist and have a bonus for casting illusion-school spells. The next time, I'm gonna go with a necromacer, relying on an completely different set of spells. Hell, later on I'm gonna combine these two. One playthrough my mage is gonna throw darts. The next, sling will be his specialty. The flexibility of the system allows for a lot of combinations. Now, how flexible are the builds of DA:I? Again, there is no relation here. If anything, DA:I resembles modern action games like the Batman Arkham series, or the recent Shadow of Mordor. You have a set of unlockable skills, and ultimately, you will have them all. You cannot choose skills outside of your restricted class. The flexibility is really limited here.
What I want to say is you can compare any number of RPGs and you will find similarities. Always. But to say the same formula is a foundation of, in this instance, BG1 and DA:I - that's a stretch. DA:I utilizes Frostbite 3 engine (and I wouldn't call it a mere 'tinkering with the old formula'), which alone alters the basics and imposes technical restrictions that are nowhere to be found in Infinity Engine based games. I see what you are getting at, it's an intriguing perspective, but after thinking about it, it crumbles.
Peace.