Except you are not, so it is not.Esentialy, it is a open world game, it has many different 'areas' which serve as an open world, you are free to explore the whole area (which just is smaller in scope) like in any open world game.
Please, stop posting.BG 1 is surely among the best top 10 of RPGs of all time.
there are 4-8h of travel between individual areas so they effectively count as PoIs embedded in the amorphous wilderness devoid of content...
If it was a continuous open world game it could be excused because it would essentially be obliged to portray its entire gameworld although not necessarily to scale.
And if BG featured in-depth ice skating mechanics in place of its RTWP combat...Baldur's gate 1 story is 50 hours long, and BG 2 with TOB is 100 hours long........ that is a western RPG in 1999, still unrivaled to this day in the ammount of content.
If Morrowind removed the open world and packed its content it would be max 5 hours long of content for comparison, because in Baldur's Gate 2 there is content on every corner.
You tellin' me BG authors were useless hacks who made a lifeless game, and we're still talking about BG3 coming even 20 years down the line? Whatever, man.
Why BG3 and not IWD3 or NWN3? Or Sword Coast Legends 2...
Admit that the BG saga has a special charisma about it. It was also tragically cut short, like the outlined and in-the-works (later cancelled) KOTOR3.
It's always about the third part.
Once/if this gets ironed out BG will be ready for the trashbin.Kingmaker, my boy. Kingmaker.
It was broken bridge IIRC.The only location that's gated off in bg1 without reason is cloakwood. The bandit camp is hidden and you can't find it till find directions. The city itself I don't remember the exact reason, I think it was quarantined? Don't remember. Going back to candlekeep can't be done if you don't have some book you get later on.
Again I'm only pointing this out because you're nitpicking. Even in Fallout 2 it's not like you can walk down to the oil tanker and sail to the oil rig in 10 minutes of game time. Again nearly every RPG or sandbox games has artificial limitations on where you can and can't go. Early TES? Randomly generated garbage.
No, they have different problems.Or they're fans of games like Morrowind or Icewind dale or NWN 1/2 and they pretend those games don't have all the same problems their criticism of BG can be applied to.
I haven't played BG2 enough to form an opinion. It seems way more interesting than BG1 in any case and might elevate the series quite a bit.Truth is the BG games were above average to good. They were fun but repetitive. They had alot of shitty characters but quite a few gems. Combat was hit and miss(both in engine and in trash mob encounter design) but frankly better then most of the other trash that people praise on these forums. Most of the complaining either comes from hypocrites or attention seekers.
It's not open world, it's an imitation of open world in a time when true open world wasn't established.
Utter hogwash that only establishes your opinion as that of a complete ignoramus.
Ultima, one of the very first cRPGs was already an open world one in 1981 - heck almost all the subsequent instalments were also released long before BG1.
TES debuted in 1994 with Arena, followed by Daggerfall in 1996 and was also fully committed to open world gameplay from the very onset.
Fallouts (and Wasteland before) were arguably open world, especially compared with BG.
You also had Sid Meyer's Pirates! and Elite series firmly establishing the concept of open world in games (in case Ultima was insufficient).
I am sure many Codexers will rush to provide countless more examples but the point have been made:
True open world was well established prior to BG1. In fact it was quite popular way to make large and complex games back when storage media and memory were THE limiting factor constraining amount of unique, hand-made content and scripting.
If BG's sidequests were enough to declare it an open world game, pretty much every cRPG is one by default.It still had extraordinary amounts of content for the time (hell, 5 CDs) and you could do a lot of side quests even if they were simple.
Two points:Yes the main quest is linear but what do you expect?, BG1 wasn't a story-driven game, but exploration was one of its strong suits (POE tries but isn't quite there). Given the shitty stories we tend to have in this kind of game, I really prefer exploration.
- "Exploration" as subset of gameplay generally refers to non-automatic activity involving looking around, noticing things and following the noticed cues to discover stuff. In BG you "discovered" stuff simply by covering all the traversable terrain on the neatly delimited, rectangular map to remove the black fog of war, while waving the mouse cursor over every pixel, then clicking on all the reachable edges of the map (at most 4) to uncover subsequent locations. It is as boring and mechanical as it sounds and by any sane definition BG has no exploration.
- Even BG's "exploration" IS story-driven, because you won't get to Cloakwood before the right part of the MQ, because fuck you, that's why. Even if you already have a sidequest sending you there, like reclaiming the sword of some little shit of a halfling.
It takes more than a backdrop to have adventures, and BG was awfully starved of one of the remaining crucial components - content."Spurious" wilderness is a way to see it, I see it as a good backdrop to adventuring, the core of the D&D experience. BG was a good D&D experience. Each time you found a magical weapon in a dusty cave after killing some wolves was great.
If it was a continuous open world game it could be excused because it would essentially be obliged to portray its entire gameworld although not necessarily to scale. The thing is that BG is not continuous - there are 4-8h of travel between individual areas so they effectively count as PoIs embedded in the amorphous wilderness devoid of content... except the PoIs too are mostly amorphous wilderness devoid of content.
Even dungeons are deeply underwhelming - Firewine anyone "you are in a maze of twisty little passages all alike, filled with twisted little kobolds all alike"?
Meanwhile in BG1:
- oh hey a new area
- 50% of it is just empty space
- the other 50% is populated by generic enemy mobs
- there are one or two quests there, but they're all of the "go fetch an item" or "go kill a monster" variety
there's plenty of shit to explore in BG 1
Why would the wilderness consist of less then empty space? The more empty areas are actually what I liked about the game.
If you want to play game that follows the rule of always filling every screen with as much content as possible, try Numenera, to see the opposite side of the spectrum so to speak.
feel like modern journalism to me, especially with "engaging" word.BG2 was a massive improvement on BG1's generic blandness, and removing the mostly-empty-but-filled-with-generic-content wilderness areas was a great decision. BG2 has way more interesting locations that are way more tightly designed and offer way more engaging experiences.
Meanwhile in BG1:
- oh hey a new area
- 50% of it is just empty space
- the other 50% is populated by generic enemy mobs
- there are one or two quests there, but they're all of the "go fetch an item" or "go kill a monster" variety
Why would the wilderness consist of less then empty space? The more empty areas are actually what I liked about the game. Going off the beaten path and occasionally finding something interesting be it a quest, a fight, loot ect. This gave the game a certain feeling of authenticity to me. I have a feeling alot of people who complained about this have never actually left their house/city where they llive and don't understand not every area in the world is densely populated( I'm aware this is a game but the object of BG in particular aside from telling a story is to simulate that particular region in FR as accurately as possible). Also these areas are completely optional so it's completely idiotic to bitch about them like it's mandatory.
Again, the problem is not the empty space/irrelevant content.Dis is map of BG1
dis is map of bg2
which map looks like an actual coherent game world which you can explore step by step, going from cities to roads that connect the cities and from cities into wilderness and from wilderness into dungeons (muhh d&d ), and which one is an action adventure packed with content only relevant to the story/optional quests?
sometimes you need empty spaces.
And then, even the genuine PoI maps are padded with awful amounts of empty space:
This is how FO2 world map would look like if it was designed like BG1 - unlabeled circles representing large, mostly empty wasteland maps, with maybe an item or two, minor landmark (like semi-distinct rock) or some minor encounter, you'd nevertheless have to walk all the way through and exit on opposite side to resume your journey - at least until you reached the next unlabelled circle and had to do the whole thing again.
Luckily, Fallout doesn't try to give us obligatory individual sample of every bit of wasteland, but simply actual points of interest, with travel between them being abstracted away.
Morrowind has different shtick - though scaled down it tries to give us its entire gameworld as continuous chunk. It then makes the best of it by rewarding players paying attention to the environment with loot, sometimes phat.
BG fails at either approach. It doesn't have continuous world - travel between adjacent maps usually takes around 4-8h, with some exceptions like the area directly south of Beregost that is actually adjacent to Beregost and can be traveled to immediately from Beregost. It also doesn't focus on points of interest with most of the maps being pretty much samples of whatever nondescript wilderness happens to fall under the map icon. As a result you pretty much constantly switch between abstract map travel and having to cross small, mostly empty rectangular piece of terrain manually for no reason. It doesn't have continuity as excuse, neither it does have any rewards for player being perceptive when forced to walk - the only way you can "spot" something hidden is by hovering your mouse over it, it won't look any more suspicious or interesting than generic background object sharing the same bitmap.
It's pretty much the worst parts of abstract travel plus the worst parts of having to actually walk around, with none of their upsides.
And they are mixed in completely arbitrary manner.
Not padding the map with about 3x as much generic copypasta wilderness as it had actual content would be a good start.
(Sorry about shitty quality, but MSPain(t) cannot into gifs and doing this sort of scribble is much faster with it than with GIMP.)
There are no such things as right or wrong approaches in making games.