Delterius
Arcane
The original Dragon Age had more prolific C&C than Baldur's Gate. No branching though.
That sounds like bias to me as well. In actuality, BG2 choices are far more meaningful than those in Dragon Age.That sounds very nostalgic. In actuality BG2 choices were as "Cosmetic" as in Dragon Age. It is a hallmark of Bioware writing.
Yeah, and Gaider said they relaxed those word counts after they realized the story they were writing was no good.I am not.
Have you forgotten that KOTOR suffered from "word counts" that were imposed at BioWare after they were shocked by the amount of text in BG2? FFS, you posted about that yourself!
Icewind Dales? Probably not. Baldur's Gates? Definitely.the non-fully voiced RPGs of the past.
I think you forgot to list some of these. You can start with the Infinity Engine games.
I don't have any numbers but no one can seriously claim that the dialogue in BG, BG2, IWD, and IWD2 comes anywhere close to the amount of dialogue in even Knights of the Old Republic. Torment was always an outlier.
Icewind Dales? Probably not. Baldur's Gates? Definitely.
The most important of your choices in BG2? Siding with Bodhi or Bayle does the exact same thing.
Ah god don't remind me. Blah blah khalid.... blah blah harpers.... blah blah bahl spawn.... blah blah salt and vinegar. "Nature could find a voice here if it were properly blah blah blah..." At least arie provided comic relief with that rapist evil dwarf who attacks her.Icewind Dales? Probably not. Baldur's Gates? Definitely.
Definitely not 1. Lukas Kristjanson said that Jaheira alone in 2 had more dialogue than all the BG companions combined (because of the romance).
The most important of your choices in BG2? Siding with Bodhi or Bayle does the exact same thing.
They lead to the same outcome (hitching a ride to Brynnlaw), but each path has significant, unique content in that each faction caps off Chapter 3 with a different dungeon...the raid on the opposing guild's base of operations. It's a lot more significant than DA:O in which players would go through the exact same content for ~99% of the questline, only choosing a unique boss fight at the very end of the area (most notable in the Deep Roads as well as the place where the party tries to pick up Andraste's ashes).
That's one positive way to look at it. I can argue that destroying or Using a pinch of the ashes actually affects the story as it decides the fate of the companions and meddles with the important plot points. Helping the were wolves or Elves (or ending the curse) leads to different groups assisting you in the final battle. Helping one or the other side in the Dwarven conflict decides what political stance Orzammar takes.
The point is, that in either case, the choices are cosmetic in that they do not really change the gameplay or the story significantly in the game. Their effects are either in the background or at the end-power point slide.
What I was trying to motivate was that bioware never really wrote in any serious choice and consequence that changed the story significantly. Now granted that the cosmetic choices in BG2 actually give you tangible content in the form of dungeons, but then Combat (at least in my opinion) was never a superlative aspect of IE games.
That partly because of the way the popular PnP campaign settings work in the cRPG market. Crazy stuff can happen, but ultimately it has to set the world state back to 0. The Forgotten Realms is a story generator. The player can only affect the way the story is told, not the setting itself.
Mass Effect and Dragon Age were supposed to change that, but the save file transfer system became a game of hot potato. The consequences kept get pushed back and never materialized.
Mask of the Betrayer.
Ah god don't remind me. Blah blah khalid.... blah blah harpers.... blah blah bahl spawn.... blah blah salt and vinegar. "Nature could find a voice here if it were properly blah blah blah..." At least arie provided comic relief with that rapist evil dwarf who attacks her.Icewind Dales? Probably not. Baldur's Gates? Definitely.
Definitely not 1. Lukas Kristjanson said that Jaheira alone in 2 had more dialogue than all the BG companions combined (because of the romance).
... did what it could, but the plot backed down hard from the stated goal of bringing down the Wall of the Faithless (which is sad considering the 4e unceremoniously did away with the Wall of the Faithless anyway) to preserve the integrity of the setting.
The most significant setting altering choices you made were destroying/recruiting a "bear god" and saving/destroying/leaving alone a magic talking tree that was important to the local witches. "Bear gods" are a dime a dozen in Rashemen and the magic tree blends in with innumerable unstated precious things the witches venerate and protect. Both characters were invented for the game and are PnP fodder.
You can destroy the Coven of Nighthags. They are practically the unique storage of dream knowledge of FR.
You can destroy a GOD.
You can either strengthen the Crusade against the wall or weaken it.
(1) same principle governing the tree and the bear is also applicable to the Night Hags. The nature of Planescape makes it so there can be hundreds or thousands of unique things across the multiverse Night Hags are involved with. Considering the sheer scope of the Planes, destroying them is basically like bringing down the local neighborhood drug lord. Someone else will just take their place, and they blend into the background.
(2) one of the things that made the Dead Three so alluring as plot devices in the D&D cRPG meta series is that they are all already dead. The Bhaalspawn saga just ends with Bhaal being "extra dead." The same happens with Myrkul in Mask of the Betrayer. Big faces, but they too blend into the background.
(3) which blends into the setting along with every other decision you make. A true consequence is bringing down the Wall or utterly crushing the Crusade for all time, not same hazy combination where "anything could happen" later depending on the needs of the setting.
You are really hard to satisfy. By these standards if I were to recite the tale of Job or of Sodm and Gomorrah, you would be claiming that that's just one city and one man and that God has to contend with a million. FR is indeed a huge realm and things more or less of equal importance as those in MoTB do happen there. The significance of any single one is always self contained and contextual. In this regard, the game does an admirable job of actually developing a story that is both cosmic (as far as the Crystal sphere is concerned) and still relevant to the protagonist. I think that adequately qualifies as FR affecting. Now if you still thing that this is not satisfactory I would conclude that we just have very different ideas of what constitutes a good story.
Yeah, and Gaider said they relaxed those word counts after they realized the story they were writing was no good.
The companions in KOTOR said a lot more things than the ones in BG2.
The companions in KOTOR said a lot more things than the ones in BG2.
Not particularly, and KOTOR also had these.Both Baldur's Gate games have a shitload of blabbermouth fluff NPCs strewn throughout the world.
Also everyone is basically a reskinned mage....With healing surges!!What they tear apart the wall of faithless? How the planes will turn now if mortals will live without the Consequences to their life Choices? Gods damned Librul scum. Also getting rid of Blackguards and making Paladins generic. 4th Edition went full
How do you even come up ideas like this? Did you even play BG2? There is an enourmous ammount of text in it, and you compare it to FAllout 3/NV?In his presentation at the Framework conference in Melbourne on April 23, Gaider revealed exactly how many words have appeared in the Bioware RPGs he’s worked on, including the upcoming Dragon Age: Origins.
Baldur’s Gate II (2000) – 1,200,000 words
Neverwinter Nights (2002) – 200,000 words
NWN: Shadows of Undrentide (2003) – 200,000 words
NWN: Hordes of the Underdark (2003) – 200,000 words
Star Wars: Knights of the Old Republic (2003) – 600,000 words
Dragon Age: Origins (2009) – 900,000 words
Time to put Roguey's bullshit to rest:
How do you even come up ideas like this? Did you even play BG2? There is an enourmous ammount of text in it, and you compare it to FAllout 3/NV?In his presentation at the Framework conference in Melbourne on April 23, Gaider revealed exactly how many words have appeared in the Bioware RPGs he’s worked on, including the upcoming Dragon Age: Origins.
Baldur’s Gate II (2000) – 1,200,000 words
Neverwinter Nights (2002) – 200,000 words
NWN: Shadows of Undrentide (2003) – 200,000 words
NWN: Hordes of the Underdark (2003) – 200,000 words
Star Wars: Knights of the Old Republic (2003) – 600,000 words
Dragon Age: Origins (2009) – 900,000 words
Most voiced lines. If you can give a source that mentions lines in general instead of voiced, prove it.Time to put Roguey's bullshit to rest:
How do you even come up ideas like this? Did you even play BG2? There is an enourmous ammount of text in it, and you compare it to FAllout 3/NV?In his presentation at the Framework conference in Melbourne on April 23, Gaider revealed exactly how many words have appeared in the Bioware RPGs he’s worked on, including the upcoming Dragon Age: Origins.
Baldur’s Gate II (2000) – 1,200,000 words
Neverwinter Nights (2002) – 200,000 words
NWN: Shadows of Undrentide (2003) – 200,000 words
NWN: Hordes of the Underdark (2003) – 200,000 words
Star Wars: Knights of the Old Republic (2003) – 600,000 words
Dragon Age: Origins (2009) – 900,000 words
The majority of those words are in item and spell descriptions, and copy-pasted Forgotten Realms lore. I'm talking solely about dialogue. Try again.
Also note that it's New Vegas that has the world record for most dialogue lines in a RPG, not BG2 or even Torment.
Reclick my link, it said nothing about voiced lines.Most voiced lines. If you can give a source that mentions lines in general instead of voiced, prove it.
65,000 lines of dialog or words? I can't keep upReclick my link, it said nothing about voiced lines.Most voiced lines. If you can give a source that mentions lines in general instead of voiced, prove it.
Additionally, a lot of New Vegas's lines aren't voiced because they're player character dialogue. The 65,000 counts all of them.
The majority of those words are in item and spell descriptions, and copy-pasted Forgotten Realms lore. I'm talking solely about dialogue. Try again.
Also note that it's New Vegas that has the world record for most dialogue lines in a RPG, not BG2 or even Torment.