Section8 said:
There was design to Baldur's Gate?
Level and encounter design?
to the massive dependence on luck for the first 3 or so levels
You weren't playing right then. Because the "luck" factor comes into play just as much as it does in Fallout. You have to use tactics to stack the odds in your favor. Take for instance a fight between a first level fighter and a bear. The first level fighter can always win by running and shooting at it with a bow. Sure, he could win by bum rushing it with a sword, but half the time he'll die horribly. It's up to the player to not put their characters in scenarios they can't win.
and the horrible system of magic
It worked pretty well, and is far better than some lazy-ass mana system that is easily exploited with potions turning mages into potion fueled flamethrowers. I'm assuming the complaint is the perceived uselessness of low level mages. Which is sort of understandable. A player created mage is going to be very frustrated if they try to solo the game because it simply isn't geared for that. Mages are meant to be support early on, and heavy artillery later on. Early on, that one (or two if you are a specialist) Sleep, Grease, Charm, or Color Spray can really make a difference. Of course someone who memorizes only direct damage spells is going to be heavily disappointed.
Baldur's Gate on the other hand was my first step toward realising glitz and subtance were two very different thnigs.
So it was your first big "disappointment"?
It's just a shame that both titles, in 1992 are both at least as good as Baldur's Gate, if not better.
How so? They're entirely different things. Wizardry is a dungeon crawler supreme with an incredibly long playtime, tons of combat, and no "fluff" in between. Ultima is a dungeon crawler with adventure puzzles shoehorned on it to provide "virtuous" gameplay because Garriot was too much of a pansy to stand up to an anti-Dungeons and Dragons group.
Baldur's Gate took the gameplay of an RTS, got rid of the strategic layer, made tactics irrelevant for 90% of combat
No, it didn't. Tactics were the thing that make it so that some people can play the game ironman and make it, and other people constantly whine about "broken combat all about luck". There's plenty of strategy, whether it be using an entangle spell to entrap a bunch of ogres while you pound on them with missile weapons, having your fighter drop a potion of explosions at his feet after luring enemies around him, or dropping a protection from magic scroll on the enemy mage, cleverly destroying any offense or defense capabilities he might have.
and added a bunch of superfluous bullshit, like VO, 5 CDs worth of pre-rendered backgrounds, dynamic loot piles, CG cutscenes.
No argument here. Their priorities were a bit off. The good news was the spite based nature and lack of reliance on fancy 3d rendering or such made it relatively bug-free. The bad news was that disk swapping was a damn pain just to see the same cut and paste trees on grass over and over.
I just don't see how it meets anyone's standards. If I wanted RTS, Total Annihilation was a better option. If I wanted a RTS with a tactical focus, there was Starcraft. If I wanted a squad based tactical combat game, there was Jagged Alliance or even the X-Com series. If I wanted an adventure game with grindy combat and level-ups, Japan has about a thousand better options. If I wanted something that alternately failed at being serious and failed at lulz, there was Jerry Springer.
I can understand this type of sentiment, I sort of think in the same vein. I don't want to play crap, I want some of the best or most fun stuff available in the field or the genre. But you judge Baldur's Gate based on a bunch of things it isn't and rip it to shreds comparing it's pieces to fully-fledged games that represent the best in their genre. Baldur's Gate and the Infinity Engine try to be a jack of all trades type of deal, combining a bit of strategy, a bit of tactics, some role-playing, that while not as good as Fallout blows most of the other crap out of the water, and some decent combat. It's not going to beat some of the best games in their strongest areas, but does a decent job on a bunch of varied areas.
But the fucking micromanagement is generally you vs the interface/pathfinding. If your cockwits actually did what you either told them/scripted them to, there would be little need for micro-management.
This is a completely ignorant view of the game. There's plenty of other things to do.
And if you think it's your mad skillz that got you through tough fights, think again.
Says the guy with soooo much experience with the engine. Sorry to pull a cheap shot like this, but I think the credentials/experience card can be pulled here.
The fight against that fag at the gigantic castle pretended to be an inn is the classic example. The whole fight was pretty much decided by the result of a single roll when he cast fear against your party.
No it wasn't. There's a wonderful thing about AD&D and that's guaranteed spell disruption. The game gives you a person with a wand of magic missiles and ample meatshields before then. You also can get some ranged weapons which work really well too. Make use of them. Or you can have your character run and hide and let the guards kill the assassin.
There was never a sense of toughing out a heroic victory against a superior opponent, just the luck of the dice which would seemingly result in either death, or an unscathed victory.
And that never existed in Fallout either in most situations. Take the deathclaw for instance. It was all about getting a lucky critical. If you didn't get one, you probably died. If you got one, it died.
Same goes for the kobolds with a single arrow that can one-shot you or... do nothing at all to you. Micromanagement and tactics in general pale in comparison to sheer luck.
Totally untrue. Sleep spells, color spray, and that ever handy wand of magic missiles are all easily available to help you persevere. And going off the beaten path a bit can also save your ass.
If there was just a single NPC that didn't shit me so much that I couldn't stand to have them in my party
What in the hell was your major malfunction? You can turn off their voices, which was the only thing that could bother you seeing as they didn't start dialogues any other way except in a few situations. I known the whole shtick with not wanting to be annoyed when you are supposed to be enjoying yourself, that is totally understandable. But it wasn't like they were that annoying or ever forced their personalities upon you with no recourse whatsoever. You could always mute them and the problem is solved. Or replace their sounds with Samuel L. Jackson wav files.
maybe I'd have more than just a couple of guys with swords. Fake multiplayer for the win.
Archers? If you're creating your own party there should be no excuse.
Hah! Of course that was my first port of call. I set it pretty fucking high, and it still couldn't manage to navigate a single character around an ally. Even on a beastly computer by today's standards, you just can't set the nodes high enough to stop your party from being fucking idiots.
You must have some one-in-a-million problem. Because I've never had a real problem with pathfinding except when there were more than 40 units onscreen and active in combat.
Bullshit. You could do that, but you're not going to get far until you're overpowered.
I'm just saying both Fallout and the Infinity Engine share a lot of the "hands off" feel. Not that that's a bad thing, especially in RPGs, but that neither were super hands on, constantly requiring the player's input in the way a game like Jagged Alliance or Starcraft demands.
Compare that with Baldur's Gate where you select an enemy and then sit back for a minute while your character auto attacks each fucking "turn", until you either win or get one-shotted and have to reload.
If you solo a fighter and are determined to only use one weapon and reload whenever you lose to "force" your way through the game, then yes. You're basically describing the most boring and un-stimulating way of playing the Infinity Engine games and assuming it is the entirety. Not exactly the best argument.
Is there a reason to move once you've engaged an enemy in Baldur's Gate?
Yeah. To get the hell out of a losing fight, to continue to hit a big bruiser of an enemy with a ranged character without being hit, and to reposition yourself in a better location, maybe a choke point where enemies can't surround your characters and get bunched up, allowing your beefy blockers to hold them easier while your ranged attacks mow them down.
There sure as hell is in Fallout.
You mean abuse the system by shooting and then ducking behind cover that enemies were too stupid to understand?
I consider Baldur's Gate/2's combat to be shithouse for the same reason I consider the tunnels filled with ants under Necropolis to be shithouse. There's no fun in going through the motions for a preordained result.
Okay....this one doesn't make much sense to me. Isn't that any linear combat based game including pretty much every old CRPG in existence? You will eventually win through attrition, so why play at all? Then comes the whole journey is more important dealio, in which it becomes incredibly subjective. And didn't you admit that you never made it past Chateau Irenicus in BG2? Isn't that like judging Fallout 2 entirely on the Temple of Trials or Fallout on the rat caves/Vault 15?
The best the Infinity Engine seems to manage to "spice things up" is to throw in the occasional critter that wont' hit you 80% of the time, but when it does, it instantly kills you. Wheee.
Or you know the enemy parties who may be set up much like your own, be packing magic, and use some decent tactics. Maybe the large scale battles with lots of footsoldiers who have their own spellcaster support. Or perhaps the big powerful foozles with lots of options at their disposal like beholders, mind flayers, dragons, and demons.
Oh, I tried very hard to silence those fucks. Didn't really work out for me.
Options->Sound Options->Character Sounds->Never.
Not that difficult. You could always just hit the goddamn mute button and LARP a deaf protagonist because you hated the music and hated the voice so sound wasn't doing you any favors.
Also, I couldn't silence the scumfucks you had to talk to to advance the storyline or various quests, and there were a plethora of shitholes that would force "conversation" with you.
Text that can be instantly sent away with the Enter key or a click of the mouse. The horror! Seriously though, I can't understand anyone who lived through the "Thou shalt fetcheth on thy quest" bullshit of Ultima or the utterly awful writing of other early CRPGs could complain so much about Bioware's writing. It wasn't that bad in Baldur's Gate if only because their egos hadn't been lit aflame.
Even trying to be fair, I can't think of a single character I'd actually want to hear from Baldur's Gate.
I wasn't a huge fan of most of the characters either. They weren't all that great, but they weren't mind warpingly annoying, save Noober, a joke gone horribly wrong.
I liked Morte in Torment, but not enough to justify dragging myself through the shitty combat just to progress through the IF component.
The combat in Torment was almost all optional, save Ravel, Ignus, and Trias.
I'd be more inclined to say Oblivionised, where objects and buildings that have supposedly been standing for decades or centuries are curiously spotless and shiny.
Okay....so the overemphasis on graphics is bad, but spending more time to "dirty up" the buildings with different textures and unique cracks allover the place is necessary. Plus, it's a high fantasy romp. I don't see anyone bitching about Ultima Seven being pretty squeaky clean and "Oblivionized".
You can judge by year alone if you want, but when one game is released in the beginning of January 1997 and the other in the end of December 1998, I'll take certain liberties and call the 23.5 month gap two years.
Fair enough.
As for the graphics - tech wise, they're pretty comparable
Uhhh....no. Just check the systems requirements on both of them.
but Diablo edges Baldur's Gate out in art direction. Both have their fair share of high-fantasy cliches, but Diablo oozes style and polish
That is absolute bullshit and you know it. Both Diablo and Baldur's Gate were generic fantasy and had next to no creativity in art direction with Baldur's Gate ripping right out of the monster manual and Diablo just throwing in as much cheesy slasher horror and goth bullshit as possible.
Baldur's Gate 2 however, did get a unique flair of it's own.
Diablo 2 just got more bikini armor and the like.
Baldur's Gate wasn't exactly amateur, but there aren't too many sprites I could look at and say "that's clearly Baldur's Gate. It couldn't belong in any other game."
Huh....that's absolutely no evidence of the genericness or lack thereof because it's totally subjective and based upon certain biases. You wouldn't have much attacment to the art style as you dislike the games, just as I like the games and would be significantly biased towards them.
Yeah, it does. but the environments still look more unique than most tile based games before and after.
Eh. I suppose. The wilderness areas in Baldur's Gate 1 got a little repetitive though.
Why step back from the best? Why the fuck should it be acceptable to present something that isn't even half as accomplished as its predecessor, or many games that came before?
Let's see....they were using a licensed ruleset to get a little exposure and maybe make some money. They sacrificed creative controlover the ruleset for that, though added a few things in later like spells and kits in Shadows of Amn, which worked out for the better. Plus, after Jade Empire, do you really want Bioware's homebrew rulesets?
If someone had put a first person shooter without normal/parallax mapping on the market post FEAR, it would have been crucified as "archaic". Why not the same for shit game design?
I'd love total advancement of game design all the time as much as you would, but let's face it, that isn't going to happen.
Diablo transcended its classes. You'd be fucking kidding yourself if you tried to say your level 10 warrior was the same as mine, and the coercion was gentle at worst.
Are you kidding? The warrior was meant to just smash....that's all he did. The Rogue shot her bow and maybe threw some cantrips, while the sorceror was fucked over more than the psionic-user in System Shock 2.
I seem to remember playing an intelligent warrior that was capable as both a mage and a fighter.
You could cast a few spells, so what. I could multi or dual class in Baldur's Gate if I wished to and have a fighter who could cast spells too..
In Baldur's Gate, you have what, a skill point every second level or so and the occasional spell selection. Whoop-de-fucking-doo.
Hey, at least Baldur's Gate had balanced classes/character-types who could all easily complete the game...something a lot of other developers struggle with.
Again, you had a lot more control over how your Wizardry characters developed compared to Baldur's Gate.
Not in the earlier ones.
Why? I seem to remember a vast array of spells
Uhhhhh....not really. You had some walls, a few direct damage spells, and the occasional stat lowerer.
a whole bunch of skills with very distinct purposes
This I can buy, even though most of the skills were more like bonuses.
more profound item bonuses
Uhhhh......no. Items could make a huge difference in an Infinity Engine game. Potions, wands, scrolls, and magic weapons really could turn an impossible battle into a cakewalk when used right.
but can't come close to the stat development or skills of HOMM.
That "Pathfinding" skill was so deep and engaging as was the "Logistics" skill that let you move more.
I'm not counting "exploration" since that basically amounted to mowing the fog of war looking for fights - it's essentially "downtime" or dead wood that the game would have been better off without.
Try the actual city of Baldur's Gate or Athkatla in Shadows of Amn for exploration. Or all of Torment save Carceri.
The NPC interaction was worse than the combat and best skipped over as quickly as possible.
Really now? I've yet to ever see a game match Shadows of Amn in terms of "active" companions who respond to each other and the player character. Despite the rather mediocre writing, the gameplay portion was pretty nifty. Guess stereotyping the entire engine off of Gorion, Tarnesh, and Noober is a-okay though.
In four, maybe five chapters of Baldur's Gate and the first bit of Torment, I can't recall anythin I would consider tactical or strategic. Maybe once I sent two fighters with stone immunity up against a basilisk while everyone else stood back.
Because from all accounts you play the games with absolutely no finesse whatsoever and don't actually look for the strategy. I could play Starcraft by just zergling rushing through and deem it simplistic and stupid, much like what you're doing with the Infinity Engine games
I could go into great detail of nail biting and dramatic Wizardry 7 combats I've had in the last hour.
And I'm sure there's absolutely no "luck" in those games either where an unfortunate encounter will fuck your entire party into the stone age.....
Let's say hypothetically you played a game, didn't enjoy a single aspect of it - in fact, found it horribly disappointing as a release from a publisher with a reputation for quality and a couple of top notch recent releases.
There's your first mistake, judging by publisher. Between Wasteland and Fallout, Interplay was cranking out duds. Stonekeep anyone? You bought into a game from an unknown developer with no experience in the RPG field. It's like buying stock in some company almost blindly.
Where's the compulsion to play the sequel, or other spin offs with the same core gameplay?
I can buy that entirely. Then just stop stereotyping everything based on what you played.
Bethesda don't follow their own beat, they just go with whatever is perceived to be popular. And right now, that's a pausable real time system not unlike KOTOR. They're also going with the same shitty polarised morality
and the same focus on "cutting edge" graphics and linear plotlines.
Are you trying to say that Bethesda picked up the graphics boner from Bioware? Because that would be asinine. Every single one of their
But I'm not even talking about direct clones, like Drakensang.
A "direct clone"? You sure it isn't just trying to use it as a cash in reference to pick up the largely disillusioned demographic of people who hate Bioware's new stuff for the dumbed down nature, but adored the old Infinity Engine? Because that's what it seems like to me.
I'm talking about the general trend of forgoing depth and gameplay for shallow mass-market pulp-fiction bullshit, which Bioware have always had in spades.
Mass market? Are you fucking kidding me? The Infinity Engine was not some mass market design by committee type of thing. Why? Because Dungeons and Dragons is about as much of a mass consumer buzzkill as can be. Was the writing in Baldur's Gate pretty shallow? Yeah. Not because it was mass marketed though, because Bioware just sucks at it.
Diablo admittedly deserves to cop some of the blame. But there was a time when Diablo was considered an abomination that didn't deserve the RPG moniker.
What reality are you living in because I want to live there....they seem smart. It was universally praised by anyone with a voice as a great RPG, in the same year that Final Fantasy 7 went mainstream and sold millions. Sure, us grumpy, old CRPGers hated both of those shitheaps, but everyone else just rode Blizzard and Square's love train all over town and their voices were what mattered.
You could say the same sort of things against Oblivion. It ain't that bad when viewed as just a game.
No way Jose....Oblivion as just a game was pretty terrible. Level scaling, stupid quests, and no character diversity do that. I don't think I need to list the myriad flaws of Oblivion here, so suffice to say, it's an awful game even in a vacuum due to huge design inconsistencies.
But when you look at it within context of the industry at large, read nothing but glowing reviews for something that is pretty average and the constant suggestion the more, if not all games should be striving to be more like it... well, you develop something of an aversion to it.
I can sort of buy this. It kind did suck watching the Infinity Engine, Baldur's Gate in particular, get blowjobs whilst Fallout was left alone when it deserved the praise and recognition. But in the end it didn't really matter because other games stole the Infinity Engine's blowjobs, like Final Fantasy and Diablo and ultimately took the genre by force. While I would much rather by inundated with Fallout clones, I hoped the Infinity Engine's strong sales would at least make for some halfway decent Diet-RPGs like Baldur's Gate. It didn't though.
However, the trends that both set and the irreparable damage they do to gaming and game design can't be denied.
What trends? The Infinity Engine was surpassed in it's own time by much bigger fish. It's success was an aberration, an oddity at best. Probably bought mostly by Diablo fans because they looked kind of alike. Only Bioware, the company that made them created more games even remotely in the same vein, but they were polluted by the influence of the bigger fish, namely Diablo and jRPGs.
That's why I embark upon unholy crusades against both. You'll notice I do the very same thing for games such as Doom 3, which dealt many blows to the FPS genre.
Fair enough. But Doom 3 deserves the hate, the Infinity Engine is like attacking some one hit wonder band from the 80s for ruining music. There are much worthier targets, like the aforementioned Dark 3, Final Fantasy, and such.
God damn that was long. Sorry about that.