From current memory the game that made me feel the world in it's infinite possibilites most dramatically was probably Morrowind, where I most definitely did not where I was going or exactly what was doing most of the time.
But look, yes, of course, BG1 had more of an open space, compared to BG2, compared to probably KOTOR and NWN, especially compared to modern DA, but were these things night and day, were they even severe.. hmmm... maybe if the Tales of the Sword Coast content had been in from the beginning and randomly strewn there, that becomes more of a serious division, but since it was chunked separately...
Every iteration actually felt smaller, to be quite honest, BG1 was like oh D&D! Then NWN and I'm like.. Oh......D&D...! then DA and it's like............ D&D? Finally DA2, where did D&D go! Haha...
I think it was a huge difference, not because BG had more space, but because you could explore that space without the game having first given you a reason.
From BG2 on, BioWare has required players wait for the game to assign the protagonist a motive to go somewhere. BG did not do this, and as such is different-in-kind from the subsequent games.
DAI doesn't nearly reach BG's level, but it's the first BioWare game since BG where we can travel freely to places that may or may not have to do with the plot without first having been told to go.
ME gets halfway there by letting us travel freely and without impetus to areas that have nothing to do with the plot (the UNC missions), but it doesn't let us visit plot worlds out of order.





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