this post was submitted on 12 Feb 2024
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It deserves it. It's not a perfect game, but it's a hell of a good one and it is incredibly satisfying to play.
My biggest gripe is that save scumming often feels absolutely necessary because you'll unknowingly get yourself into situations that you just can't push through without reloading or your whole party dying.
A good DM knows that games are most fun when the party barely scrapes by, but doesn't die until the end game. If they could have implemented some sort of dynamic difficulty that adjusted background rolls and enemy decisions to keep the player pushing forward, it would have felt much more satisfying.
It's not a good dm that fudge rolls and adjust difficulty. It's a dm you like. And it's a game you like.
Yeah, a game cheating to carry me sounds like a complete fucking nightmare to me.
It's not fudging roles, it's making NPC decisions that help keep the game moving forward.
A party of actual players would not be very happy with a DM that killed everyone in the first two hours of playing. Which is exactly what happened when I played BG3. Quickly taught me to save often and reload when I realize I'm completely losing a fight.
Going that way, there's no reason to completely lose a fight in BG3. You can flee and resurrect everyone, unlike in most tabletop games.
Which leads to what I was saying : if tpk is the doing of the party, through its decisions, carelessness and/or poor play, they deserve to die.
That's why you play in honor mode :p
All jokes aside, I had the most blast playing the game when going in blind on a Dark Urge playthru with honor mode.
As much as I agree with your opinion on save scumming, truth is all of the Infinity Engine games were like this as well. Even if you're a seasoned D&D player, it's all too easy to get completely wiped in the dungeon at the beginning of BG2 to an imp because barely any of your party's attack rolls are successful at Lvl 1.
Ok but thats worse. They never learned from it.
Balders Gate 2 was developed by Bioware and published by Interplay. That's not to say Larian couldn't have learned from it anyway, but it's not a lesson they would have learned from experience.
I think some things could be fixed by having party members able to butt into conversations.
Like Asto turning on the charm for a charisma check, or have Karlach threaten to cut somebody's plums off if they don't let us in.
For a party based game with so many cutscenes, you feel weirdly on your own as soon as you start one.
I think that's one of the biggest complaints people have had of the dialogue system. It's really annoying to have a person in your party who could nail the conversations, but not be able to use them.
Especially when you walk into a conversation with a person specifically interested in one of your party members, but that specific member just has to stand there silent.
I agree about the same scrumming. Particularly in the beginning when I had low level characters, I would think I was being clever and bypass some section only to accidentally wander into a a bunch of hostiles that far outnumbered my group and repeatedly get massacred.
It definitely has plenty of flaws, but the good things heavily outweigh the bad.
I mean just the shear scope of that game is crazy. It's very ambitious .There are so many dialog options. I've tried to explore as much as I can in my first playthrough but I can tell there's a lot of content that I've missed.
Can't wait to do a second run.
It’s as close to a perfect game as we’re getting nowadays.
Dynamic difficulty feels cheap to me, and I imagine it does for the developers too, which is why they give you nearly perfect information in a way that a DM probably never would. When I played the RE2 remake, the one mod I wanted was one that would turn off dynamic difficulty; that mod would eventually exist, but after I had long since finished the game. At the time, there was little else besides mods that enhanced Claire's wet t-shirt physics.