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A few tidbits about Baldur's Gate 3.
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<blockquote data-quote="mmu1" data-source="post: 1721395" data-attributes="member: 319"><p>I found I liked the turn-based engine in ToEE a lot less than I thought I would. </p><p></p><p>Perhaps the fact the game wasn't very good to begin with (unfished, buggy, based on an old-school module that felt dull and simplistic after we've been spoiled by games like Plansecape and Balgur's Gate II) had something to do with it, or maybe it's just indicative of a basic problem with translating PnP to the computer - the dynamics are completely different.</p><p></p><p>The one constant in CRPGs is that they feature <em>vastly</em> more combat than pen and paper game... This is partly to inflate the "hours of gameplay" you can claim the title provides, but partly because once you have the computer handling all the mechanics, things don't take nearly as long as they do around a game table, and in order to have the game feel as action-packed you have to have more combat, period. </p><p></p><p>Playing through all that combat in turn-based mode can get dull <em>very</em> quickly, unless the designers really do their job just right and include the right amount of character and plot development and action, and don't make you go through a lot of the meaningless "rat-killing" that pops up in way too many games.</p><p></p><p>What I'd really like to see personally is a game utilizing a design similar to good old "Betrayal at Krondor", taking full advantage of current technology. Imagine combining the overland travel of Morrowind with the story and NPC interaction of Planescape and detailed tactical combat incorporating the best aspects of ToEE (perhaps a bit streamlined, and focused on the more important combats). *drool*</p></blockquote><p></p>
[QUOTE="mmu1, post: 1721395, member: 319"] I found I liked the turn-based engine in ToEE a lot less than I thought I would. Perhaps the fact the game wasn't very good to begin with (unfished, buggy, based on an old-school module that felt dull and simplistic after we've been spoiled by games like Plansecape and Balgur's Gate II) had something to do with it, or maybe it's just indicative of a basic problem with translating PnP to the computer - the dynamics are completely different. The one constant in CRPGs is that they feature [i]vastly[/i] more combat than pen and paper game... This is partly to inflate the "hours of gameplay" you can claim the title provides, but partly because once you have the computer handling all the mechanics, things don't take nearly as long as they do around a game table, and in order to have the game feel as action-packed you have to have more combat, period. Playing through all that combat in turn-based mode can get dull [i]very[/i] quickly, unless the designers really do their job just right and include the right amount of character and plot development and action, and don't make you go through a lot of the meaningless "rat-killing" that pops up in way too many games. What I'd really like to see personally is a game utilizing a design similar to good old "Betrayal at Krondor", taking full advantage of current technology. Imagine combining the overland travel of Morrowind with the story and NPC interaction of Planescape and detailed tactical combat incorporating the best aspects of ToEE (perhaps a bit streamlined, and focused on the more important combats). *drool* [/QUOTE]
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