AlanC9 wrote...
The problem with this sort of thread is that even BG fans can disagree with the particulars of what BG did well. For instance:
Not a problem, as long as everyone understands that each person is expressing an opinion based on their own experience. None of us can speak on behalf of anyone else, just as none of us can declare someone else's opinion invalid.
I'd call this a feature, not a bug. I've never seen an RPG yet where this worked well. The BG-series reputation mechanic was feeble. The TES games were far worse.
It's not just reputation (which was a pretty good mechanic that could have been improved upon, I think). For example, you could just attack Mae'var when you first met him, making the quest end differently. You could sneak up on an enemy you thought you'd have to fight eventually and get the drop on him, rather than be forced to bring your whole party into the room, have a short conversation, whereupon he turns hostile and his minions spawn around you so that, irrespective of your ability to assess the situation and plan tactically, your party is ambushed because the game devs decide that is what is supposed to happen.
In practice, not much of a distinction. In BG2 you'd just rest and raise whoever bought it.
If they aren't permanently killed. But whatever resources you spent are gone, so you don't have them when you go back to fight them again. BG didn't get this down perfectly by any means, but DA:O moves backwards, not forwards. You don't really get to run away, nurse your wounds, and come back later when you're better equipped.
That's exaggerating. Consumables don't replenish. As for mana and stamina, calling their recharging "automagical" reveals some intellectual confusion. There's no reason why magical energies must require a day or even an hour to recharge
The issue is one of strategic versus tactical planning. If I get my full complement of powers for each and every encounter, I only have to think as far as the end of the battle. If I must manage my resources across multiple encounters, I have to weigh the value of using a power now versus saving it for later. In DA:O, a battle typically opens with me using all of my strongest powers (depending on the specific situation). In a BG battle, I'd try to hold those in reserve in case I needed them later. Even if I retreat to rest up, I may be attacked en route to a safe location, so I need to keep a reserve so that I can at least make a getaway in that case. In DA:O, these are not really considerations. The biggest issue is running out of injury kits, and the resulting death spiral.
Once again, a dimension that was present in BG that could have been improved upon but was instead minimized or dropped. I understand why (I think) but that doesn't mean I appreciate it.
I don't see this in the BG games at all. I can think of plenty more alternative paths through DA:O offhand.
Speaking strictly of dialog options, I think I agree with you. Decisions you make when talking to others can foreclose on certain possibilities, and in this respect DA:O does improve on BG. But in all other respects, DA:O guides you through everything. Looting chests and pickpocketing is consequence-free in DA:O. There is no chance of losing an ally in combat. There is no real reason not to fireball a mixed group of dwarves and darkspawn because nothing seriously bad can happen as a result.
In some respects, a lot of this is basically illusory because both games push you towards one basic ending and one basic path with a few non-intersecting branches that relatively quickly join the main trunk, and where, in spite of the story's insistence that you are racing against the clock, it is perfectly clear that you can take as much time as you want and still be sure to arrive at the critical place precisely in the nick of time. It seems to me that games could evolve beyond this, but developers seem to be very reluctant to do so.