‘Baldur’s Gate 3’ can be a fantastic experience and a bad game at the same time.

2 points
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I’m trying to get a refund from GOG, after spending nearly a month truly working my most to love the game, to understand what makes people say Baldur’s Gate 3 is a masterpiece.

People said Read Dead Redemption 2 was a masterpiece, and I found myself in agreement. Same with Half-life 1, 2 and 3 (Alyx).

But the almost overwhelming attention to every detail and aspect of those games I cannot see in BG3. Everything from janky animations, buggy combat pathing, awful tutorials, visual glitches, the worst journal I’ve seen since Morrowind, and no pause button in 2023!!

Ironically, nothing of which this article brings up since it seems to shit on save scumming which I don’t care about, all power to the player.

You cannot argue this game is ‘bad’; the story and characters along with competently designed game play would prove that. But it’s no masterpiece to me, and I feel I fell for the the overhype from the fans who just love the franchise.

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3 points

The fact that you didn’t find it fun is totally valid. BG3 is a very opinionated game that gets a huge number of things right for its target audience - the people who really enjoy CRPGs, branching paths, and choice driven gameplay. It does sound like that you’re really not into those things, so BG3 could never have been an excellent experience.

The games that you list are designed to be mostly linear experiences, so it was possible for the devs to make the core gameplay shine because they had time to really polish those systems and interactions. There was enough people and time to really tune RDR2’s gunplay, the horse riding, the hunting and tracking, and make the world feel organic.

BG3’s dev time was spent on tuning the combat encounters, tuning the class building options, and making sure the world (almost) always made sense. While baking in hundreds of stories about your companions, side characters, abusive store owners, and lost puppies. The game never holds your hand, only asks “here you are, this is what you’ve done, what do you do now?”. The amount of effort put into respecting the moment to moment choices made by the player is staggering.

The complexity in these systems in BG3 left preeetty clear issues with things that would otherwise have time to be polished out of a game before release (animation jank, visual bugs, pathing, pausing). For me, they were more like bumps in a very scenic road. But I hear you when you come in expecting a shiny polished RPG but there’s all these fourth wall breaking bits that kind of stall the whole show every like 5 minutes.

I think there’s enough nuance here to have both sides of the coin be true - it’s an absolute masterpiece for the players who enjoy the specific experience it offers, and it only makes sense to feel it’s overrated when you’re coming in expecting a cinematic or visceral experience.

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1 point

I would consider The Witcher 3 a masterpiece as well, far from a linear experience. And I love Fallout, so I know what a good turn based compat rpg is like. And few games have had me so on the edge of my seat as Xcom 2, so I know what an excellent turn based combat system is supposed to be.

BG3 just doesn’t live up to that. The polish fails it, and the combat is just not very fun. The role playing is excellent as long as the other things don’t get in the way, which it does.

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9 points

I understand that this game isn’t for everyone, especially people who want a pause button in a turn-based game.

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2 points

Most of the time, it’s not even turn based. You run around in real time, or did you forget that?

I’ve missed dialoge since I can not pause a conversation in a single player game ffs.

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8 points

You can hit the big round turn-based button in bottom right of your HUD to activate turn mode at any time, even outside combat. This effectively pauses the game. The game even makes a sound effect of a clock slowing down and stopping.

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22 points

If those are the most fatal flaws… well I guess it’s pretty much perfect then?

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8 points

Most games should be so lucky.

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50 points

I’ve played through all 3 acts. Obviously in no way have done everything, but I never ran into a situation where your character would get killed for a bad dialogue choice. The “Volo’s eye” event referenced is for sure an example of the telegraphed outcome being the opposite of what actually goes down, but I really can’t think of another time that happens. Even that choice did not end in death. Some options end in tough fights, and maybe fights above your level, but I was never surprised by them.

Bringing up save scumming is an odd criticism for a CRPG. That has been a long running discussion, but you can choose not to do it if you don’t like it. It doesn’t mean it is bad game design to include saving whenever you want.

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14 points

Yeah, ultimately this article reads as if it is questioning the quality of a work on the basis of how the audience engages (or doesn’t engage) with it. Ultimately there is one case where the character dies due to a bad dialogue choice, and that response is very clearly a joke one for if you’re not roleplaying.

I dunno, it just seems as if the article is clickbait, and if this game dev would prefer playing a game 90% ludonarrative dissonance and 10% no meaningful player choice.

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1 point
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I think the problem with player choice is that you are often not presented with the choice that you or your character would normally want, or that the game intentionally hides the information from you that you would need to make an informed decision. Also this is subjective, but I don’t like being pranked by the dungeon master, I quit tabletop rpgs due to this reason as a kid.

And the case about the game being interactive fiction instead of a “game” game is not entirely unfounded either. Not that I would consider that a bad thing necessarily.

(edit: I wrote this 1h into Act 3. Since then I finished the game & I found Act3 the best part of the game & rather amazing on the whole…)

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1 point

the case about the game being interactive fiction instead of a “game” game

Way to shit all of the visual novel games not being games ins a single sentence.

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8 points

But ist that not part of it? Being put in situations where you don’t have all the information, where you don’t know the potential outcomes and where you can permanently fuck things up? For me at least, that was a big part of the pull in playing TRPGs and CRPGs. It is, after all, not a strategy game.

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6 points

Exactly. I literally don’t understand why people even care about save scumming (and the name is ridiculous to me too lol). It’s like my favorite part of the game. I love being able to relax and know I can mess around without completely fucking my game over. I get to explore everything to the fullest. If someone wants to be a hard ass about it, they can just…not reload?

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1 point

Precisely. It is an old and tired sentiment that has never made sense. Gatekeeping at it’s finest.

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17 points
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a situation where your character would get killed for a bad dialogue choice.

I think this is a ridiculous thing to criticize too. Dialogue is important in a game like this and it has (sometimes lethal) consequences.

Imagine if this argument were applied to combat. It turns out that it is impossible to beat some encounters by role-playing a loner wizard who refuses to cast spells. Nobody in their right mind would actually believe that is a valid criticism.

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6 points
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1 point

There’s one point where you can deliberately make out with a brain-eating monster.

There’s another where a strict and cruel god-like being demands you hand over something very important to them.

These situations honestly should lead to death if you push it.

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2 points

There’s one dialogue in the Githyanki creche where your entire party is instantly killed if you choose the “wrong” option. There’s nothing to indicate that the choice will lead to that outcome. I’m not aware of any other dialogues like that, however.

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5 points

I mean, it’s pretty obvious from context, given who you were talking to, that sassing them was not gonna go well for you.

It was totally worth that TPK, tho.

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3 points

She’s ultra authoritarian, for you to reach that dialogue option she knows you have something she desires, and she is a literal god while you are not even lvl 15, god killing is lvl 20 stuff, not 12 which is the cap, of course that she will kill you and grab what’s theirs instead of letting you go, wtf?

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2 points

There’s nothing to indicate that the choice will lead to that outcome.

Who would’ve thought that saying fuck off to a literal god had consequences? Why do you think the game triggers an auto save when you enter the room? It’s safe for the game to be able to do that when it just auto saves for you right before, meaning you lose no progress. You’re ignoring a lot of context here, and it absolutely indicates this outcome lol

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6 points

I have died twice due to dialog choices. Once Lae’zel killed me in camp & once I turned into a mind flayer under the Absolute, thus ending my journey.

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5 points
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I know of three instant game end dialogue options. One with Astarion, one with Volo, and one in the House of Hope. I think there might be a few more as well.

There’s also one with Mystra I think.

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2 points

There’s also one in the githyanki creche. If you aren’t nice to >!Vlaakith, she casts wish on you and kills your entire party instantly!<

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1 point

Oh yeah, I’ve heard of that one as well!

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2 points

There’s also one at the end of act 2, if you have Gale with you.

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1 point

Good to know. I did not encounter any, unless Volo’s can turn badly, and then I chose wisely

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1 point
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1 point

Can that one instakill you? I suppose I’ve not seen that one!

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35 points

I’ve absolutely died as a result of bad dialogue choices but that’s just role playing; sometimes something you might choose to do can only logically result in your death and I, for one, am happy to be given that choice. I’ve straight up deleted a character profile with lots of progress because there was no in-character way not to do the thing that would kill me in dialogue. That game over is just that character’s canonical ending as far as I’m concerned. He couldn’t not shit-talk that god, that god couldn’t not erase him from existence out of spite. If the game had not provided me with an option to shit-talk the god, I would have been annoyed that none of the dialogue options were true to my character.

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20 points

Shit-talking the god was worth the price of admission, too.

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15 points

Yeah, I saw it coming and did not regret that death. I earned it, but it was completely worth it.

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4 points
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7 points

That’s so serious, jesus

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6 points
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Hmm… I think we’re dogging on the author a bit much here. Don’t get me wrong, they’re clearly swimming in philosophical water that’s a bit too deep for themselves, but sometimes you’ve gotta be clumsy in order to explore topics at the edge of theory.

Let’s dial things up a notch and bring Undertale (the Dark Souls of – nevermind) into the discussion. What does it have to say about branching pathways, tonal consistency, and savescum? It says: I was made for you, please enjoy me.

The game adapts to the audience – you, that is. You are weird and hard to please, so the game needs to be flexible without feeling compromised. If you want to leave hidden depths unexplored, the game abides. If you want to vivisect every last detail, the game changes to fit your desire.

It’s alchemy, of course; both magical and unobtainable, so the author isn’t strictly wrong to accuse Baldur’s Gate of falling short. It’s true: sometimes a gap in the curtains opens up and the illusion is spoilt. With that being said, I think what’s missing is the logical conclusion to the criticism: universality – despite being unobtainable – is still worth striving for. To be universal is to distill humanity itself, as great and terrible and impossible as that may be (and here you thought I was joking with that Dark Souls jab!).

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16 points

This is one of the worst articles I’ve ever read lol. Not to mention these are all just variations of “I didn’t like the writing”.

But, as a game design student and hobbyist (…)

That’s their credentials? Oh no…

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