DraQ
Arcane
Gosling said:By the way, why everyone hates on Firewine so much? It's really a small dungeon that can be explored without reloads in like ten minutes. Well, pathfinding works like shit, but it doesn't break the entire game experience, does it?
I can understand people being disillusioned with it after so much build-up the first time they play BG - after all it's getting constantly hyped in the in-game lore as some type of infinite super-spooky uber-dungeon. It's just not interesting enough.
But declaring it a gameplay nightmare? Wtf?
1. It doesn't make any sense whatsoever. It's just a random jumble of corridors and needlessly twisted dead ends, lacking any sense of place or purpose. This place tells no story.
2. It's nondescript, banal and boring. There is no detail of any kind, no diversity, just a maze of same'y rectangular corridors. I find it hard to believe it was designed by a human being, as even machine generated dungeons of Daggerfall had far more personality and sense (in addition to being huge, actually allowing player to get lost and providing meaningful obstacles).
3. It's the kind of place that is easy to plot on graph paper and would probably be fairly conductive to blob FPP combat. Unfortunately it happens to be the exact same kind of place that fails horribly, in the worst way imaginable when it comes to cooperating with IE - standard width corridors make navigation PHYSICAL PAIN, with party members treating each other as obstructions, wandering off in odd directions and walking into traps or kobold filled rooms, or simply clinching each other - the horror! the horror!
In addition, this kind of narrow corridors displays badly in 2d iso, with walls obscuring most of the play area, while the layout, that might have facilitated some dastardly, but legitimate meta purpose, like helping people get lost and commit mapping errors, becomes pointless, when you see the entire area from above.
4. It's filled with respawning kobolds and kobolds with a bunch of kobolds thrown in for variety. This means you have to micromanage your entire way through the dungeon, baby step after baby step, battling hordes of nuisance enemies you would defeat with little need for manual guidance, was it not for the retarded party members running away in random directions all the time.
tl;dr version:
It's boring, makes no sense and seems designed with sole purpose of making IE hate you in mind.
All in all I'm starting to see BG1 as 1998's Oblivion - banal, shallow, with little regard to making sense (someone explain to me why there are traps in Ulcaster?), a lot of failed humour and trying to accommodate fashionable ideas from that time (omg RT).
Also, since I somehow skimmed over Serus' post, I shall rectify this:
Also, Wizardry, at least Wizardry 8, seems to have this self-conscious, tongue-in-cheek vibe BG lacks. It's zany nerd stuff recognizing and embracing that it's zany nerd stuff, with ninja robots (ok, monk androids), swords, blasters and dragons flying spaceships.Serus said:Forgetten Realms make as little sense as Wizardry series* in terms of consistency and logic (= doesnt make any at all). Perhaps even less.
The main difference is that banal quasi-medieval fantasy with elves and dwarves was made and remade in CRPGs litterally hundreds of times. In much more interesting ways than Baldur games (and Forgotten Realms in general) too.
Cheesy fantasy/science-fiction mix setting is obviously not unique to Wizardry but is less overused. What is more important Wizardry (7 and 8) has at least some original thought put by authors in it. I cant say the same thing about BG games.
It would be pretty retarded to treat settings of games that don't take themselves seriously - like Wizardry, MDK, Anachronox, or Divinity 2 just as rigorously as the settings of those that do.
Apart from that, I mostly agree.