- Joined
- Oct 3, 2015
- Messages
- 13,655
Lessons developers should learn from Baldur's Gate 3:What is there to get influenced by BG3 specifically? BG3 = DAO + DOS games and those were around for much longer + BG3 EA was around.BG3 was released six months ago and this has been in development for years. It'll take a while before we'll see RPGs obviously influenced by it.One thing I'm glad to hear is no horny companion NPCs. I thought after BG3 that would trend.
- Tactical, turn-based combat sells
- An RPG should have at least a semblance of exploration
- A considerable amount of interactivity with the world can be accomplished, even in a game with turn-based combat
- Quests can have various Choices & Consequences associated with them, and there can also be consequences for player actions outside quests
- RPGs can have a fairly non-linear structure
- Sex sells, especially with viral marketing
- Aside from a single player-generated character, the party members should be pre-generated and have ludicrously convoluted backstories
- Vast amounts of money should be spent on voice-acting and motion-capture, especially for those pre-generated companions
- Embrace the worst fantasy setting possible
- Players don't care about basing your game on a poor ruleset, such as "D&D 5th edition"
Only the voice-acting / motion-capture lesson bears an enormous cost, and moreso for the latter than the former; consider that Bethesda Softworks already shifted to full voice-acting with the Elder Scrolls IV: Oblivion in 2006.