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  • Ah, so my first reaction is "what actual indie developer who knows what they're talking about excludes BG3 from AAA"?

    Turns out not this one, apparently, since the creative use of quotes seems intended to obscure that "AAA schlock" is not from the dev, it's from the journalist rehashing a quote from an article about a quote from a podcast. Speaking of schlock.

    Anyway, I'm on the fence about the core point. I agree on principle that "dumbed down" doesn't make things mainstream. I agree that this is a lesson the industry insists on refusing to learn, even after The Sims doulbing as architecture software, WoW casual moms playing with a dozen UI mods, Fortnite core players building gothic cathedrals in five seconds and Roblox containing entire gamedev teams made of unpaid children.

    Whatever the mainstream wants, "simple" has nothing to do with it.

    Do I think BG3 means somebody should fund Pillars 3? Yeeeeah, not so sure. BG3 works because it was the literal best time to be making D&D stuff, because it had two extremely beloved brands propping it up, because it's a sequel to two extremely well received, accessible CRPGs that both did a lot better than Pillars to begin with, because they were both focused on multiplayer and free-form systems instead of straight-up literature. Nuance matters here.

    And then somebody (a lot of somebodies) gave Larian two hundred million to make it, so it also looks at least as good as anything Bioware ever did during their heyday. That's probably why BG3 has 140K players on Steam right now and Avowed has 1K and never peaked past 10K.

    There are lessons from BG I'd love to see the industry learn. I want them to learn the right ones, though, because if they go ahead and invest another nine digits in the wrong thing then we WILL actually have to wait another 30 years for another game like that.

  • It's strange, I still have real difficulty getting 'in' to Baldurs gate 3, even with all the media hyping it for a long time. And one reason for that is I don't find it all that 'deep', and its linear progression makes me lose interest partway through the starting areas (never gotten to the goblin camp or w/e).

    Like take the romances. Even in the little bit that I played, the way affection is handled is just boring / tired / done. All the male chars are sorta femmy, all the female chars are sorta butch, and none of them seem to care that, like, I'm some tiny scrawny gnome bard. They all want to screw me, just cause I'm nice to them -- all the men turned gay almost immediately after meeting me, something I guess they had to tweak in a patch. And it all seems to happen based on pre-determined/defined relationship algorithms - be nice, gain a point towards boning NPC X, if you cross a threshold trigger an event. That's been done literally for decades and decades in the CRPG genre.

    The encounters/combats are all really rigid and essentially scripted in nature, at least the parts I've seen. Go to point X, encounter monster group A, which is tooled to certain party level ranges. If you can't win, you've gone to an encounter out of the general 'order' you're meant to do them. Go back, find the encounter you missed to level up, then return and progress further. Again, very generic and something that's been done for decades.

    Rigid party size, camp with toons you can swap in and out, complete with a skill retrainer guy. Immersion breaking, but again, a trope / mechanic that's been around for literally decades.

  • Isnt bg3 simplifing DND to bring it to a more mainstream audience? Players definitely do not want deepass crpgs. Crpgs go very deep.

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