Your example sounds about right. But the thing is, combat was in your control. You chose to bum rush a bear with a melee weapon. Now, considering this bear moves slower than your characters, it can only attack through melee, and it hits hard, wouldn't you want to stay away from it and perhaps use ranged weapons, or retreat? It's not so much the variability that killed you, it's the bad decision of engaging a bear head on, probably at a low level.
So, in other words, if I use ranged attacks and kite the bear, I steamroll it.
To a certain extent, I can see that might qualify as intelligent tactics, but it seems more like metagaming to me. Aggro the bear with your fastest character, and kite it with the rest of your party set on autofire.
That's not necesarily true. Hitting a mage in combat will stop their spells. Having your party switch to ranged weaponry and throwing all their attacks at the mage could stop it. And a quick damage spell could as well. Again, variability could strike here, but missing with every character and then getting hit by the spell would be quite the stroke of bad luck., and most certainly not the norm.
And again, if I interupt the mage, I steamroll him. I just don't think combat should be decided by that sort of singular choice and the chance that accompanies it.
There's plenty of "tactics" to avoid damage in Baldur's Gate. Staying away from the enemies zone of attack is one of them. Like staying far away from the bear or ogre. Or perhaps closing range on the archer to force him to stopping firing and pull out the sword he happens to suck with (how stereotypical). Heck, you can use choke points and even close doors to use as a gated choke-point or a temporary safe haven. Not as great as Fallout, but not godawful.
Okay, the chokepoint bit I can dig, but there's a fine line with resorting to archery and the like. I guess it basically boils down to my personal preferences and views of valiant knights in shining armour charging forth, steel in hand, thieves in the shadows ready to backstab and what not conflicting with the expectations of the game world.
Maybe it's just me, but I really don't see that going on. Only when you are outclassed, outgunned, and/or outnumbered heavily do you ever run into one of these situations. And in these situations a retreat might be better called for, no?
Well, retreat becomes an issue in the instance where something smacks me down in a single blow. But worse still, I know I can win the fight, and I know I can win it with my brave, sword wielding paladin without resorting to cowardly unskilled acts like archery. I just need enough chances.
So in some respects, is it possible I'm ruining Baldur's Gate for myself, or should it be doing more to shepherd me? Is it that unreasonable to avoid archery, which I'm completely unskilled in, in favour of going to toe-to-toe with a bear, knowing I have a pretty good chance of survival?
Challenge? Because you are a man of iron will and great testicular fortitude? Maybe you could choose not to risk it and push on, or just try to retreat back to a town. Nothing is going to be more powerful than save/reload, but let's face it...save/reload is pretty cheesy.
I found most "challenging" fights in Baldur's Gate were a challenge to my patience, more than my skill. And I agree that save/reload is a good way to spoil the game, but I just can't shake the notion that a winnable fight shouldn't be walked away from when the die rolls don't favour me. If your CRPG includes quicksaving and quickloading, I think it's more reasonable to assume that players will use and abuse those features, and adapt the game accordingly. The gulf between success and failure in P&P D&D works because you can't take anything back, and you're forced to deal with any fuckups along the way. CRPGs are a different beast.
Like my Modron Maze example, it's all in your interpretation of things. Minsc, to me at least, fit in with the overall tone of the game. Baldur's Gate was most certainly not taking itself very seriously. It's evident in the goofy characters, silly sideplots/sidequests, a bunch of the things you can say to people, and such. If you didn't like that kind of stuff, you might interpret it as "Fucking retarded" and generally harbor quite a distaste for everything. I guess I could compare it to Army of Darkness, the Rocky Horror Picture Show, or even I'm Gonna Get You Sucka. Anyone expecting something serious, believable, or inspiring is going to be a little disappointed. But if you don't take things too seriously, you could garner some amusement from things, depending on your tastes.
I wouldn't ever compare it to Army of Darkness, which actually features great slapstick and iconic character(s). Hell, I wouldn't even compare it to Robin Hood: Men In Tights. It's more like Flesh Gordon and the Cosmic Cheerleaders. It tries to be funny and fails. But it fails so miserably that if you're really fucking drunk, you can laugh at the stuff that is unintentionally funny. Still, I like my unintentional funnies to come from very serious intent. Like Keanu Reeves in Dracula, or Nicolas Cage in the Wicker Man remake.
I just never found the pathfinding causing me woes. I cranked up the search nodes a bit at the beginning as recommended in the manual and never found a problem. Sure, godawful map design (and I mean awful) caused problems in places like the Firewine Ruins, the Ulcaster School, and the maze, but I never found pathfinding to be that much of a problem on it's own.
Well, my most persistent playthrough, which was my first was on a computer that could barely handle the game. However, since then I've tried it on monstrous rigs with as many of the pathfinding enhancements cranked up, and still take issue with it.
Popular opinion? Sure, Baldur's Gate sold well and a lot of magazines and reviews hyped it to hell...but that's it. There really aren't that many people who were influenced by Baldur's Gate in the grand scheme of "RPG" gaming.
Outside of the Codex, it's still highly regarded, and considered a "hardcore" RPG. I also see endless guff from gaming rags about it reviving the genre, and theres also the undisputable fact that Black Isle and Bioware have cranked out at least 8 full games that don't stray significantly from the Baldur's Gate formula, and don't really learn from it's core failings. And generally when they do, it's done by fairly radical excision rather than improvement. The shit pathfinding continued through the IE games, and NWN until it was finally shed in KOTOR, but only because of the vastly simplified environments and smaller party.
Also, here's a couple of interesting thoughts. In a world without BG:DA, we'd likely have no Fallout:BOS. And god, I would have loved to have seen the brilliant content of Planescape in a halfway decent engine and implementation of a ruleset. Imagine Arcanum in a world where a precedent for a failed RT RPG eliminated the publisher "need" for a RT combat mode.
As for other influences rather than direct descendents - Dungeon Siege? Freedom Force? And outside of the RPG genre, what about the demise of TB tactical games in favour of shallower RT counterparts?
Or the troubling status of Bioware as the biggest name in RPG development, and ergo the "industry leader" in the eyes of many?
Diablo/"akshun-RPGs", "Jap-RPGs", and shit like KOTOR, Neverwinter Nights, and Oblivion have done a lot more damage. Plus, it's not like they (Bioware) utterly lied about features in the game during development a la Neverwinter Nights and Oblivion/Morrowind. Sure, their priorities were a little skewed in the wrong direction, but still. It wasn't that bad for their first effort.
I followed quite a bit of Baldur's Gate's development and you're right, it was very different to the Bioware of today. For instance, as best I can tell, the whole real-time thing emerged from the main hook of co-op multiplayer, for which TB was deemed untenable. So Bioware in the naivety went with a very literal implementation of AD&D's six second rounds, and simply made it all happen in real-time without any real thought. Hence the pause, because the initial design was horribly broken. Unfortunately for RPGers, the game was a runaway success, so all of the obvious design shortcomings - weren't really considered such in the scheme of things. Why learn from your mistakes when they're so profitable?
Of course, after so many years, they probably could have dropped a turd in an AD&D stamped box and it would have been just as successful.
As for the other more damaging games, you're right to some extent, but Baldur's Gate paved the way for that decline. The disregard for the RPG afficionados, the excessive production "values", the inane characters... it all set various precedents as being ultimately successful components.
If Baldur's Gate had tanked hard (which it was never going to do, based purely on the license) then what? I'd take genre death over wretched unlife, but I rather like to romanticise the fact that at that point, the flagship of the then industry leader, was Fallout.
It still stands that he is remembered by association with the action and through no attempt by the developers.
Ah yeah, but so is the comedy act of Keanu Reeves as Jonathon Harker in Dracula. The character isn't memorable, Keanu's hack performance is, through no attempt by the scriptwriters. Or, remember ThÃch Quảng Đức?
People are typically remembered by things that define them, and mostly their actions. Her action was being damn near useless unless you sold her out. And that is what people remember her for.
Yes, but what I'm trying to get at is that people are not remembering her as a character, they're remembering her as a frustrating gameplay component. Same with Ian. It's like - "Oh, is he that guy who clips through the floor so you can only see him from the knees up, and not actually interact with him as he does a perpetual moonwalk?"
But I highly doubt Tim Cain and crew thought in ten years Dogmeat and Ian will be the most frequently remembered characters. I'm going to venture a guess they figured one of the talking heads would be most fondly remembered as they were far more fleshed out. Turns out the dog and the guy who shoots you in the back are the most memorable, along with Richard Grey, because he is the villian, and he was pretty unique, and still is.
I'm not saying they did. But it's like Hofmann and LSD. It may have been an accidental discovery, but that's no reason why anyone else trying to create hallucinogens shouldn't examine the properties of LSD and learn from them instead of relying on blind luck.
Well, a humorous game can be a good thing. It provides comedy along with gameplay. I'm willing to lower my standards, so to say, in comedy for this game because it is a game first and foremost. And personally, I would much rather take some campy, if unsophisticated, humor over some far too goddamn serious, fantasy bullshit. But that's me.
And I'd take Arcanum over both. Not that I want every game to be Arcanum, but it's a better way of breaking the "too goddamn serious fantasy bullshit" mould without winding up like a fucking Martin Lawrence movie.
I admit the characters were a little on the very unsophisticated side of the humor scale at times, but a ddecent amount of the dialogue and the situations were pretty amusing to me. Call me a boorish prole if you want.
Wouldn't dream of it. As long as you and anyone else reading can happily concede that your "guilty pleasure" in Baldur's Gate is like the gaming equivalent of a Pauly Shore/Carrot Top collaboration to those with differing tastes. By comparison, at least
Fallout 2 had the good grace to have Fallout's great gameplay and open-ended questing as a basis underlying its utterly retarded "comedic" stylings.
Baldur's Gate has horrible, frivolous and absurd personalities acting out a high-fantasy cliche, where all the sets are depthless cardboard cutouts. The underlying mechanics are built to a rarely used specification, and adapted without forethought or design. The only thing that keeps it going are the rubberbands and gaffer tape patching up the most gaping flaws.
Worst of all, it was a runaway success and a template for so many successive games. Oblivion may be a despicable piece of shit, but at least it wasn't the beginning of the end, the prototype that proved that shallow, mass-market turds are a license to print money.