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D&D General New Baldur's Gate III Teaser Trailer

Larian Studios posted a teaser trailer for Baldur's Gate III on Twitter, showing off both apparent cutscene and gameplay footage.

Larian Studios posted a teaser trailer for Baldur's Gate III on Twitter, showing off both apparent cutscene and gameplay footage.


The trailer ends with the statement "Join us on the road to Baldur's Gate Starting June 6" This date is the first date of the Guerrilla Collective Indie Game Showcase, taking place online from June 6-8. Larian Studios is a participant in the event and previously promised Baldur's Gate III news at the showcase. This statement lends further credence to industry speculation that the big announcement will be the date of early access, and it may hint that early access will start on June 6. But it looks like we still have another week before we know for sure.

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Darryl Mott

Darryl Mott

I'm playing outer worlds right now, and I am absolutely loving it. I didn't care for Fallout 3 (though I may have for FO:NV, but it was really buggy so never really went far, plus I really didn't like FO3, maybe I should give FO:NV another shot some day).

I tried Disco Elysium which everyone raved about, but found it not RPG enough for my tastes. It's like a JRPG adventure game, but without combat. There were times I'd have loved to have shot someone (for example, there's a boss who can kill you just by talking smugly to you, I'd have loved an option to simply put a bullet in his knee to show I'll hit back if he can take my life by killing by talking to stop him from doing that or open another way of doing things), but like many JRPG's, you cannot fight NPCs...and they are ALL NPC's in Disco Elysium...it's a lot of talking and point and click (think Quest for Glory, but once again, no combat...so more like King's Quest, but more stats).

Outer Worlds is like a breath of fresh air for me after Disco Elysium (critics raved about Disco Elysium, but for my style of RPG gaming, it really didn't do much for me. As a social commentary, Disco Elysium is actually rather deep and excellent and very artistic, but RPG wise, give me something else).
Haven't played Disco Elysium, and am not a fan of any of the Fallout games. My reference point is the original Mass Effect, which has pretty similar gameplay to The Outer Worlds. I won't comment on the storyline since you haven't finished (but at least it makes sense and doesn't invalidate your choices). I guess my issue is it seems to be trying to be a comedy - it basically starts off as an episode of Rick and Morty (you play Morty) - but it failed to raise any laughs for me. But there is very little more subjective than humour.

Any why is it no one can write memorable companions nowadays?! It seems to me the more dialogue they get, the less interesting they become.
 
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So while I'm definitely on the same side about PoE>PF:KM in mechanical terms, hard disagree on PoE being the better game(s). That's about statistically impossible. Looking at the terrible mess of a launch PF:KM had as well as the backing of their respective studios, PF:KM can't be a worse game in the public's eyes. Something like 20 points less metascore and a much smaller studio/publisher behind it, yet similar sales.

This argument doesn't work. Period. Plenty of better games in terms of mechanics, story, and actual gameplay have been outsold by games which were not as well-designed or well-written. Quantity, for example, has a quality all it's own, as they say. Look at FO:NV vs FO4 (and I have 80 hours on 4, thanks to mods, and pre-ordered it, like an idiot, so don't be saying it's bias, I genuinely thought it would be good). I can give you further examples all day.

PF:KM succeeded because it's a straight D&D (or specifically PF) simulator. And the market didn't have a single one of even remotely the dubious quality it has.

Both suffered because they were RtwP, I strongly suspect. I think POE1 reminded people that actually they didn't like RtwP all that much.
 
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Any why is it no one can write memorable companions nowadays?! It seems to me the more dialogue they get, the less interesting they become.

I think this is quite a complicated question, despite the surface simplicity.

First off, memorable and interesting, whilst they can occur together, are not inherently correlated. Or at the very least a companion can be memorable without being interesting (Minsc being the obvious example).

Second off, is memorable/interesting really the issue, or is likeable or engaging the main issue? I've not seen much decline in companions being memorable/interesting over the years. I have seen a decline in them being likeable, or rather, I've seen a curve. Back in BG1/2, I found most of the companions pretty irritating, because in BG1 they were broad stereotypes, and in BG2 whilst they became more real, they were mostly loud and stupid. Some were also forgettable. By the time we get to the ME games, the companions are extremely engaging, and really well-designed to pique player interest and get you to care and so on, and even when they're jerks, it's in an engaging way. The DA games were also good at this (DA2 probably was best, because, I suspect, of the fact that having an adversarial or unhealthy relationship with a companion didn't mean they left the part, but instead cooperated reluctantly).

If we look at the Pillars games, most of the companions are, I think it's fair to say, memorable and interesting. They have believable and complex pasts and often have a degree of nuance and complexity to their personalities, beliefs and so on. Some even grow as people. But the problem is, a lot of them are kind of to extremely annoying. Durance is an obvious example. He's certainly both memorable and interesting, but boy is he annoying and hard to like. Even Aloth is kind of annoying. Only Eder is pretty much safely 100% not a twerp, and he's also the least complex character. This does, of course, mirror BG1/2, but maybe that was a bad thing to take from it? Pillars 2 has more fun characters, but again they can be frustrating, particularly when one of them turns out to be literally a hitman for a would-be-colonial power and can't seem to see anything wrong with that.

PF:KM has very similar issues, but also has a couple of characters so bland you can forget they exist. It also basically has Durance 2.0 "This time he's a gnome and less interesting". Aforementioned gnome is particularly bad, because the writing doesn't allow you to zing him back, or give as good as you get, even if you have a higher INT and CHA, and much higher social skills (as I found out). Your character is just written as a drooling moron, which would be fine if they were, or if it was an RP choice, but all choices result in that (I'm told him improves very late on but I just gave up on talking to him, because people said the same thing about Durance, and it wasn't really true).

The Outer Worlds certainly has some pretty memorable companions, and a lot of people really loved Parvati, but again it has this issue where most of them aren't very likeable.

DOS1 had utterly forgettable companions. I nearly finished it and I think all I remember is one of them was mute?

DOS2 had more memorable companions, but they're all twerps with no exceptions, and they're memorable without being interesting, for my money. If I could just create a party of my own design without having to deal with them, I'd prefer it, because they're really twerpy. I guess some people liked them but jeez.

MEA had complex, more realistic (in some ways) companions, but most of them were either not memorable, or memorable solely for being twerps (honorable exception: Jaal).

I think the underlying issue, and this seems to have hit a lot of companies, not just any one, is that there's a desire, from writers, to write more "realistic" or "believable" characters, or to simply show off their writing skills, even if it doesn't benefit the game (looking at you, gnome), and that spending too much effort making companions engaging/likeable is seen as somehow low-brow, or something. Not "real" writing, maybe. With the ME and DA games, they very much revolve around the main character, and the companions are written as if they world rotates around you to some extent, and that makes them work really well. But I think that's seen as not cool by a lot of writers, and now every companion has to be more their own person, even if that makes dull to interact with. I think it fails to account for how drama works in the context of an RPG where the player is directly controlling/RP'ing only one PC.

It feels like in the ME/DA main era, the games learned from shows like Buffy/DS9, but understood that character only gets to see from the eyes of Buffy or Commander Sisko, so didn't try and ape them too closely, and centered the drama so it always made sense from that perspective. Now it feels more like most CRPGs are trying to do a Lost-esque deal where every character has their own agenda and goals, even the companions, and yet are failing to account for how that might not work out great from a player perspective.

1. DOS style, highest goes first, then ping pong in between sides.
2. DnD5e, everything rolls for it fair and square.
3. DnD5e, but with "passive" Initiative (or just using a smaller die like a D6 rather than a D20).
4. BG3 Demo gameplay, squad based Initiative.

Some squad-combat games, including XCOM1/2 use option 4. I agree with your thoughts re: 1-3, but my experience with 4 is not hugely positive. As you say, it means setting up combos works really well, but equally it means things are very bursty, and can be one-sided in boring or frustrating ways. Plus it encourages bad design choices like XCOM1/2 almost-universally-loathed "pod" system to attempt to mitigate this. Gears Tactics does a better job with the same system, but the way it operates wouldn't work for an RPG. If you just applied it to 5E, well, just look at any combat where the PCs or the monsters all got higher initiative than the other. They tend to go pretty badly for whoever didn't get to go first. You can mitigate this by starting sides far enough apart, but even then it's very easy for someone to get focused and dropped once the two sides meet, and that doesn't really work well for a CRPG, where some fights will narratively need to start at close quarters.

Certainly it's better than DOS' way of doing it, which always felt brutally unfair, but that's not saying much. Even XCOM Chimera takes approach 3, I note. Sure, it's an experiment, but it's clearly something the XCOM team thought might work better (it does, imho).
 
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You have written an awful lot to answer a rhetorical question!

Personally, I think there is to much "deep and nuanced" characters. It's like a D&D game where every PC has a long tragic backstory. Fantasy worlds should be populated with larger-than-life archetypes. The thing about ordinary people? They are boring and instantly forgettable.
 

Var

Explorer
This argument doesn't work. Period. Plenty of better games in terms of mechanics, story, and actual gameplay have been outsold by games which were not as well-designed or well-written. Quantity, for example, has a quality all it's own, as they say. Look at FO:NV vs FO4 (and I have 80 hours on 4, thanks to mods, and pre-ordered it, like an idiot, so don't be saying it's bias, I genuinely thought it would be good). I can give you further examples all day.

PF:KM succeeded because it's a straight D&D (or specifically PF) simulator. And the market didn't have a single one of even remotely the dubious quality it has.

Both suffered because they were RtwP, I strongly suspect. I think POE1 reminded people that actually they didn't like RtwP all that much.
Speaking in statistical tendency, a popular brand can outdo a better game. Most triple A games are going to beat indie/new devs for their first major game without even trying. Heck a usual sequel to a good game doesn't even have to try to sell well - looking at Mass Effect Andromeda, Dragon Age 2... or across genres, the biannual Call of Duty release.
Generally people will buy more of the same, even if the same can't keep up with expectations. Correct me if I'm wrong, reviews claim PoE1 was well received by the vast majority of players, so it should have helped the sequel.
PF:KM had the odds stacked against it and broke even with the "better game", the how is the thing to explain here. Score, quality, polish, publisher, established brand are all in favor of PoE2. If you want to make the claim that the Pathfinder name and 3.5 rules put the "lesser" game on par with the "better" game that's perfectly alright as your opinion, but can you find anything to back it up with numbers?

Haven't been able to find indicators other than your opinion on PoE1 being a surprise success and people figuring out "well I actually hate CRPGs and don't want something like this again", if that was the case PF:KM should have sufferd as well.
If you took the combat system and graphics from PoE2 and ran it in the PF:KM story I'm pretty sure I'd like that game better than either of the existing ones. We'll see what happens either way when the second Pathfinder game is released.
Do people really bounce off CRPGs or were there some uncanny design flaws in PoE2?

You can play either game turn based at the moment. None of them had the feature at release (and PF:KM only has it as toggle with a Mod). PoE2 ran adds for the release of the new feature, so if turn based was a major problem, PoE2 should have had less of a problem overall by now.
I took the time to check a couple of the original reviews. The uncanny component seems to be fairly noticeable. PoE2 reviews generally have a format like "this is a good game, BUT it has issues", while PF:KM reviews look inversed "this is a flawed game and it needs a lot of work, BUT I love it anyway".


Some squad-combat games, including XCOM1/2 use option 4. I agree with your thoughts re: 1-3, but my experience with 4 is not hugely positive. As you say, it means setting up combos works really well, but equally it means things are very bursty, and can be one-sided in boring or frustrating ways. Plus it encourages bad design choices like XCOM1/2 almost-universally-loathed "pod" system to attempt to mitigate this. Gears Tactics does a better job with the same system, but the way it operates wouldn't work for an RPG. If you just applied it to 5E, well, just look at any combat where the PCs or the monsters all got higher initiative than the other. They tend to go pretty badly for whoever didn't get to go first. You can mitigate this by starting sides far enough apart, but even then it's very easy for someone to get focused and dropped once the two sides meet, and that doesn't really work well for a CRPG, where some fights will narratively need to start at close quarters.

Certainly it's better than DOS' way of doing it, which always felt brutally unfair, but that's not saying much. Even XCOM Chimera takes approach 3, I note. Sure, it's an experiment, but it's clearly something the XCOM team thought might work better (it does, imho).
Some of your opinions are really wild man. People loathe the pod system? Reference on that? As someone who loves playing XCOM for the tactical gameplay pods are great. Sure sometimes you squadwipe your A team and have to restart a 100 hour Ironman campaign, almost exclusively because you got greedy or screwed up though. Pods aren't the most realistic mechanic and they'd definitely feel out of place in a 5E DnD game though.
A lot depends on design. Firaxis XCOM1&2 (+respective Long Wars) are built around the assumption that you are always* (with very random screw ups, something like <0.33/mission and consumables like Rockets or Ghost Grenades to deal with that) to play around getting a full turn 1, with your ability to tank hits being a fairly limited resource to mitigate RNG (and you're still expected to lose people).

5E assumes, you trade a lot of blows and those blows are expected to hit fairly ofthen, rather than have things controlled 90% of the time and 1-30% hitchances when you allow stuff to shoot at you.
The formula for XCOM is kills/CC>durability. Pretty noticeable in the design with how lethal the game can be and the arms race to be able to survive a hit or even a crit with just an injury. Giving the other team a chance to react, or the option to get a full alpha strike before you can react breaks the balance completely.
DnD is a bit less problematic since the damage/durability ratio is less lethal to begin with and you have two more layers in between Death Saves and Resurrection magic. HP, Hitdice and healing are more of a resource and less of a cushion to protect you from looming death in a single hit.

Another big difference in between them is cooldown abilities or being on a timer. XCOM gives you risk vs reward options to play faster for rewards (Meld) or puts you on a timer, either directly (timed missions, bomb disposal) or indirectly (missions crawling with opponents set to patrol towards you, Terror/Haven missions where you have to keep civvies alive). XCOM is pretty rigid on how many encounters you have to deal with with your given resources. Your job is to clear the map and you have 2 rockets, 3 frags, a smoke and a flashbang to do it.
DnD doesn't set a limit like that, urgency is usually a non factor with the "typical" fights lasting 18 seconds till a minute. There's also the reactive aspect of having a Reaction in the mix to do stuff on your opponent's turn and having a choice (unlike i.e. Overwatch in XCOM, where you commit in your turn/out of turn actions just trigger if you want or not).
DnD is an RPG so it's usually up to you how many encounters you beat in between rests. Abilities are either always on or consumable, you either have them up or you're out till the next rest. I'm honestly all for what Larian did in the demo with harder fights and Short Rests after every encounter.
The "hardest" fights in XCOM tend to be telegraphed. A LW1 base is going to have a nasty boss-class pod, a command pod and generally high budget for the other 30+ aliens. You know that and bring the A-Team. The real hardcore fights are when you bring a C Team on a "easy" mission with only 10 opponents and 8 of them are one murder pod of doom (2 Mechtoids, 2 Sectoid Commanders, 4 Outsiders is pretty rad to run into with a training squad). Could be 2 Squads of 6 Drones and 6 Sectoids on the next one. DnD's CR at its worst doesn't swing like that.

Well that went off topic for a bit - point being, if you design the game, the opponent composition etc around group Initiative it works fine, but it's a lot of work and can have brutal results if things go south (if 3 Archers agree it's time to geek the mage). Rolling is potentially worse, since you can end up with any result, including accidental group Initiative. Individual passive Initiative makes for a more predictable Order (i.e. your Ranger can try to alpha strike something) but can still lead to to group Initiative depending on your party comp or simply very fast or very slow and sturdy opponents.
The 5E rules are fairly okay at letting you live through a bad round without catastrophic consequences.
If you start more than 30 ft away you'll have a round to prep for the most common type of opponent, melee combatants. If you have Counterspell you can handle losing Initiative vs a spellcaster. A lot hinges on enemy AI as well. If the AI loves to focus fire, always knows where your guys are and uses AoE CC at every opportunity party based Initiative is gonna be brutal. If they're generally a bit dumb the way AI usually is (occasional pathing fumble, chokepoints, breaking LOF, using buff/utility actions on early turns), it's going to be much more manageable.

BTW have you played Chimera Squad for an extended period? My major gripe with the game is that it doesn't really have decisions. There's an optimal way to set up a breach for your current team and little reason to do anything else than execute exactly that. Your guy comes up and it's pretty much always immediately clear what actions you're going to take.
Regular XCOMs usually have 2 or 3 ways to do things, shots to call in target priority and choices on use of finite resources.
 

Iry

Hero
This is literally the story of POE2:
You chase around after an arrogant self-righteous false god, just so you can stand by and watch whilst he condemns the human race to slow extinction by absurd metaphysics (or you can die trying to stop him).
Curiously I...
Convinced him to spare the races and invest the souls into the world, which created a paradise of equality and innovation.

Granted, that was an ending and not big choices during the game itself. Those come in the form of siding with one of three factions and doing quests that have different outcomes depending on what you do.
 

doctorbadwolf

Heretic of The Seventh Circle
This argument doesn't work. Period. Plenty of better games in terms of mechanics, story, and actual gameplay have been outsold by games which were not as well-designed or well-written. Quantity, for example, has a quality all it's own, as they say. Look at FO:NV vs FO4 (and I have 80 hours on 4, thanks to mods, and pre-ordered it, like an idiot, so don't be saying it's bias, I genuinely thought it would be good). I can give you further examples all day.

PF:KM succeeded because it's a straight D&D (or specifically PF) simulator. And the market didn't have a single one of even remotely the dubious quality it has.

Both suffered because they were RtwP, I strongly suspect. I think POE1 reminded people that actually they didn't like RtwP all that much.
So, would you posit that every Dragon Age game has been successful in spite of no one liking rtwp?
 

MarkB

Legend
They said they where experimenting with different options. And mechanically it's the easiest thing to change. I'm betting they go with whatever plays best.
It wouldn't surprise me if they've been taking some cues from the XCOM games. XCOM 1 and 2 had group initiative and really popularized turn-based play, but the recent XCOM Chimera uses alternating turns and gets a lot of tactical mileage out of accounting for and even manipulating the turn order.
 

Gradine

The Elephant in the Room (she/her)
So, would you posit that every Dragon Age game has been successful in spite of no one liking rtwp?

The closest any Dragon Age game comes to true isometric RTWP is the first one, and even then only in tactical mode. By default, DA:O played similarly to an MMO, with DA2 being closer to an action game and DA:I falling somewhere in the middle.

I get that "MMO-style gameplay with pause" and "isometric RTWP" are distinctions without a difference, for the most part, but I think for a lot of people that "most part" makes a pretty big difference. I would never consider Final Fantasy XII a RTWP game, for instance, despite playing functionally very similar to DA:O (down the buildable AI scripts for companions and ability to pause to issue commands).

Of course, I say all this while:
*Liking the Dragon Age games quite a bit (yes, even 2, don't @ me)
*Not being a huge fan of FFXII
*Enjoying Baldur's Gate (well at least the first one) quite a bit
*Not enjoying POE1's gameplay at all (the stat system seemed great, also liked the VP/HP thing or whatever, but every battle was a chaotic slog and every AOE spell may as well be garbage)
*Loving POE's story and worldbuilding and characters a TON but having to stop eventually because I just wasn't having any fun
*Vastly preferring turn-based combat in isometric RPGs (playing through D:OS1 and digging the crap out of it right now)
 

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