Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Baldur's Gate Baldur's Gate 3 Pre-Release Thread [EARLY ACCESS RELEASED, GO TO NEW THREAD]

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,827
Pathfinder: Wrath
There's no DA2/ME style dialogue wheels in BG3. I agree 2D > 3D any day.
Swen Vincke, who's basically the project lead and also an owner, but not necessarily a creative voice.
He is a creative voice at least in the sense of establishing the tone and overall story. He talked about this on a GDC panel, they started by inviting basically everyone in their Google group but they noticed quite early on that that's retarded, so they started kicking out people one by one until only Swen was left to say what must be done.

The latest crop of newfags are quite edgy.
 
Joined
Sep 7, 2013
Messages
6,329
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
That said, I think BG3 should be TB, but I think a RTwP mode would be a welcome addition and one which they have the resources to provide. Most of all, I hope Larian breaks from its prior encounter-centric map design sensibilities in order to preserve that BG feeling of exploration.

Larian has established itself as the leader in this genre (turn-based isometric RPGs). They aren't strongly motivated to water down their brand by attempting to implement or balance a RtwP mode.
 

Saravan

Savant
Joined
Jul 11, 2019
Messages
926
"No, no, it just wasn't the right kind of RTwP!" - cope

(from what i can see, i have yet to play it).

Exactly.
It's a pointless argument at best.

I don't understand what people get out assuming the worst all the time. Games can have other merits than the one you're looking to be recreated with the exact same vibe, but nooooo that's being a Bioware cuck innit.

They want the same game re-created indefinitely, using the same engine, same visual style, same core mechanics, etc. Such a boring way to approach games and kills any innovation in the genre.

Yeah, instead, what we are getting is the same game everybody is making, with the same boring colorful 3D graphics, the same retarded Dragon Age style dialog wheels, the same retardation splattered all over the place as every other game made today. Much better, right?

Your argument is retardation in two ways anyway, first, because if you are branding your game as being a continuation of those of old, then you set up a certain expectation. There's nothing unreasonable about expecting a game called fucking Baldur's Gate 3 to bring back all of the things people loved about Baldur's Gate, you dumbfuck.

Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.

Don't forget to take your inhaler buddy.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
Lyric Suite the lack of visual distinction is a problem with games more generally. It's much more demanding to make an interesting aesthetic visually, and because of how much AAA and adjacent games rely on lowest denominator sales, they're all pussies about innovating. Indies have always taken more artistic liberties, but until photorealism dies, excessively glittery, plastic fantasy is here to stay across the board. Something needs to be a runaway success without looking 'real'.
 
Joined
Feb 8, 2020
Messages
387
That said, I think BG3 should be TB, but I think a RTwP mode would be a welcome addition and one which they have the resources to provide. Most of all, I hope Larian breaks from its prior encounter-centric map design sensibilities in order to preserve that BG feeling of exploration.

Larian has established itself as the leader in this genre (turn-based isometric RPGs). They aren't strongly motivated to water down their brand by attempting to implement or balance a RtwP mode.
Larian made hack and slash, RTS with kingdom management, third person action RPG and 3 Turn Based RPGs. Based on the phrase "d&d is turn-based, so BG will be too" they just don't like RTwP.
 

user

Savant
Joined
Jan 22, 2019
Messages
866
Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.

True, 2D environmental art in isometrics is unequivocally superior and pretty much irreplaceable. But we can't have it because zooming in the camera, rotating it and making it look as an ugly 3rd person game clearly takes precedence.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,241
Steve gets a Kidney but I don't even get a tag.
I suspect team-based initiative is an unfortunate concession for the new multiplayer changes. One of the new "features" of BG3 multiplayer is that players can act simultaneously when it is their side's turn. Individual initiative doesn't facilitate such co-op play, but the team-based initiative is tailor made for it.
Both D:OSes had regular initiative and it worked fine.

The most recent crpg I played that had team-based turns was Expeditions: Viking, and the team-based turns had a profound negative impact on the tactics employed. Rushing and focus firing down the nearest or the most dangerous opponents on the enemies' side with all of your team while they were helpless during your turn was something the encounter design had no answer to.
Then how come JA2, aka the best TB squad tictacs money can buy, was team-based initiative?
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,620
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.

True, 2D environmental art in isometrics is unequivocally superior and pretty much irreplaceable. But we can't have it because zooming in the camera, rotating it and making it look as an ugly 3rd person game clearly takes precedence.
https://rpgcodex.net/forums/index.p...prefer-if-baldurs-gate-3-was-2d-or-3d.128020/
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,442
It's about calling your game Baldur's Gate 3 even though it has nothing whatsoever to do with Baldur's Gate.

Larian did the exact same thing Obsidian did with Pillars. They set up an expectation but failed to live up to it. It's basically wanting to have your cake and eat it too. Get all the hype and free marketing by pretending you are making a certain thing even though you had no intention to actually put the effort to do it, and when people invariably get pissed, tell them you were just doing your own thing, why so mad lmao.

Except if you wanted to do your own thing maybe don't try to exploit the nostalgia you dishonest assholes?
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
There's already plenty of great 80s and 90s style dungeon crawlers and FPS games from indies in the past few years. IE style games are probably next (I mean we've already had a real fallout successor in UnderRail from what I've seen of it), but it'll demand more than most of these games. Y'all are looking in the wrong place expecting Larian to be the answer.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
I never understood this argument and I still don't.
Issue: players having too much initiative makes them too strong.
Solutions: increase the tradeoff needed to get such high initiative, add enemies that also have high initiative, add enemies that begin combat in stealth.

The issue isn't initiative, the issue is that it's too easy to stack initiative and the stat that gives it also boosts crit.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,442
but until photorealism dies, excessively glittery, plastic fantasy is here to stay across the board.

Except that is a contradiction, because the glittery, plastic fantasy has nothing to do with "photorealism", where as the Infinite Engine games did.

In fact, that plastic fantasy shit has more to do with indie games and their so called "artistic freedom". The first time i noticed it was around the time Torchlight was released. The combination of those cartoony 3D graphics with the Matt Uelmen familiar soundtrack playing in the back ground just felt jarring as shit to me, and the first time i started to resent colorful graphics, which became endemic in the industry afterwards, with Blizzard leading the charge probably with Warcraft 3 and WoW.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,620
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
I never understood this argument and I still don't.
Issue: players having too much initiative makes them too strong.
Solutions: increase the tradeoff needed to get such high initiative, add enemies that also have high initiative, add enemies that begin combat in stealth.

The issue isn't initiative, the issue is that it's too easy to stack initiative and the stat that gives it also boosts crit.
How do you plan to stack initiative in D&D 5?
 

Alpan

Arcane
Patron
Joined
Mar 4, 2018
Messages
1,340
Grab the Codex by the pussy Pathfinder: Wrath
He is a creative voice at least in the sense of establishing the tone and overall story. He talked about this on a GDC panel, they started by inviting basically everyone in their Google group but they noticed quite early on that that's retarded, so they started kicking out people one by one until only Swen was left to say what must be done.

That actually sounds pretty good. I'll hunt for that video.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
I never understood this argument and I still don't.
Issue: players having too much initiative makes them too strong.
Solutions: increase the tradeoff needed to get such high initiative, add enemies that also have high initiative, add enemies that begin combat in stealth.

The issue isn't initiative, the issue is that it's too easy to stack initiative and the stat that gives it also boosts crit.
How do you plan to stack initiative in D&D 5?
That post had nothing to do with D&D.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,442
There's already plenty of great 80s and 90s style dungeon crawlers and FPS games from indies in the past few years. IE style games are probably next (I mean we've already had a real fallout successor in UnderRail from what I've seen of it), but it'll demand more than most of these games. Y'all are looking in the wrong place expecting Larian to be the answer.

Can you name a couple?
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,620
Location
anima Bȳzantiī
Except that is a contradiction, because the glittery, plastic fantasy has nothing to do with "photorealism", where as the Infinite Engine games did.

I disagree, the plastic-y Bioware vibe is a timid reaction to photorealism, it's too much of a standard from which they can only deviate in these minor ways of 'the world is magical so the graphics are colourful and sparkly, duh!'.

BG is heavily paletted, as are most 2d isometrics, which is a huge step away from photoreal styles which have nowhere near as much visual control as even that.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom