‘Baldur’s Gate 3’ can be a fantastic experience and a bad game at the same time.
It’s not that deep. Here’s the two main critiques leveled towards the game in the article.
- you don’t always know the consequences of your actions, and they’re not always predictable: a seemingly sensible choice sometimes ends badly, and a seemingly dumb choice could get you a reward
- you can load a save and redo your things whenever you want, i.e. save-scum
These are both somewhat obvious just from the structure of the game. Ultimately the conclusion the author is shooting for is that this makes Baldur’s Gate 3 a bad game but a good piece of interactive fiction.
The author uses the mechanics of chess often as sort of an example of the pinnacle of game design which to me is telling. Video Games are much broader than that. Insisting that people should not call the thing you don’t like a game but instead “interactive fiction” is pedantry at best, and gatekeeping at worst.
Sure, if you view the game through the lens of chess you will come away with these flaws. But for example, if you always knew the consequences of every choice the narrative tension would be destroyed. Of course chess has no such concern, so if we’re looking at games through that lens then narrative tension is of no value. Ultimately I think this is just a very narrow viewpoint of what games should be.