Sensuki
Arcane
BG's main content has nothing to do with the motivation of the player character, that was my point. The player character isn't actually allowed to pursue the murderer of his foster father, you have to investigate the Nashkel mines and Cloakwood bandits for...reasons. Until you stumble upon said murderer entirely by accident.
I think you're just thinking something like linear = bad, or something like that. Linear just = linear.
Sarevok is the overarching antagonist, but you have to deal with Tazok because you run into a bunch of bounty hunters that have bounties signed by Tazok, and later on you find out that Tazok works for Sarevok.
The game isn't as "plot-gated" as Pillars of Eternity is early on, but eventually you'll run into a reason to do something that all make sense and are related. I think the Pillars of Eternity plot runs into issues in Act 2 and then it's just like wtf is this? when you get to Act 3.
This means that if you follow the main plot and deliberately only do 1/2 wilderness areas in between main plot quests, the pacing will be fine. If on the other hand you follow the game "geografically" and do everything there is to do in the wilderness before going to the title city, pacing will be bad.
I don't have trouble detaching side content from plot content I guess. I was talking about the pace of the plot, not the way that you progress through the entire game itself.
I think going crazy and trying to find out what the hell is happening to you - along with weird visions of some past events and tortured people - is good enough motivations for a player.
I dunno by the time I got to the end of Act 2, I didn't really want to stop being a Watcher, or Awakened and there was proof that people live with it fine. Yet that's not recognized in the game (but whatever, I usually don't care about that stuff anyway). Thaos didn't have anywhere near the impact as other half-decent to good antagonists in games I've played over the years.
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