Lots of stupid negativity here—this isn’t 2008, and PC gaming is vastly different than it was in those depressing years. For those of you who don’t remember, Dragon Age Origins was originally marketed as the “spiritual successor” to Baldur’s Gate. So it makes that sense people are drawing comparisons to that game.
But, as has been pointed out, Larian is not BioWare and has, more than any other developer, pushed turn-based, isometric RPG mechanics into the PC mainstream.
Unlike all that shit that was released in the mid-to-late 2000s, Larian does not have a publisher, and is not frantically trying to make it console-friendly (D:OS 1+2 both have excellent controller support without sacrificing keyboard and mouse controls—having support for Stradia controller does not indicate a dumbing down of systems, but it does likely preclude RTWP as others have said).
Taken out of context, the WotC quote about simplifying rules and focusing purely on story sounds bad, but he’s more likely addressing the differences in implementing D&D 5th edition to a cRPG versus implementing previous D&D editions. It’s ridiculous to think he’s describing the entirety of BG 3 in that one statement, a game he’s not even working on.
I’m not saying anything new, I’m just summing up what others have already pointed out: that the most likely outcome is that Larian is making an isometric, turn-based RPG, or some hybrid variation of one, because they want to create a new mainstream market, they want to create a mainstream desire for isometric, turn-based RPGs. Larian wants to be the Fortnite of isometric, turn-based cRPGs. This is why ‘Baldur’s Gate 3’ is the appropriate name: the legacy of BG has always been to reach into the mainstream.
The ultimate question I have is, if they want to capture Baldur’s Gate’s feel of expansive exploration, will turn-based trash mob combat make that impossible? D:OS has detailed small worlds, and from their interviews that’s not what they’re doing with BG 3.
I’ve never played PoE 2: does the turn-based mode break the fluidity of exploration in that game?