turkishronin
Arcane
Look at this interview by people who made Baldurs Gate
https://www.theringer.com/2018/12/21/18150363/baldurs-gate-bioware-1998-video-games
It's little different from modern RPGs jumping on Open World trend because of GTA or FPS due to Call of Duty.
If BG didn't attempt to attach itself to WoW and C&C there wouldn't even be a BG2
https://www.theringer.com/2018/12/21/18150363/baldurs-gate-bioware-1998-video-games
BioWare planned for Baldur’s Gate to be a blend of old and new. “It was kind of this examination of the old Gold Box games in terms of their depth and their adherence to the [D&D] rules,” Oster says, referring to a series of D&D RPGs produced by Strategic Simulations, Inc. in the late ’80s and early ’90s. “But then bringing that forward into an almost real-time-strategy-style interface.”
Earlier RPGs, including the Ultima games, had been difficult to control, making it complicated for players to select multiple members of their parties and tell them what to do. But Blizzard Entertainment had released Warcraft and Warcraft II in 1994 and 1995, respectively, and those two titles, along with Westwood Studios’ Command & Conquer series, headlined a mid-’90s RTS boom based on mouse-first management rather than keyboard commands. BioWare borrowed that mouse-aided design, transplanting a new interface into an old genre where it was sorely needed. “Basically, you swipe the interface from a real-time-strategy game and plug it into a role-playing game,” Greig says. “That solved the party mechanics.”
It didn’t address a second problem: Mixing real-time management of up to five party members with the complexity of the D&D rule set made the action chaotic. “It became pretty obvious pretty quick that there was no way you were gonna be able to play the depths of D&D in real time without ever pausing the game,” Oster says. “That’s when we came up with the ‘pause and play’ plan.” That addition enabled players to stop in the middle of the game, queue up commands to their party, and then restart the real-time action. Although Baldur’s Gate didn’t invent this “active pause” approach, it did help popularize it.
It's little different from modern RPGs jumping on Open World trend because of GTA or FPS due to Call of Duty.
If BG didn't attempt to attach itself to WoW and C&C there wouldn't even be a BG2