1)... And BG3 is a D&D game first, a BG game second, especially since it's a new dev,
... But it is not a new series.
Irrelevant. Chess is turn based also—should computer chess be made RT/wP because it's decades later? Of course not; then why so for the reverse? Baldur's Gate's core game mechanics were RT/wP... that alone is reason enough that any Baldur's Gate sequel expand upon the same core mechanics; just as how no Diablo sequel should ever use anything but Real Time, and no ToEE sequel should use anything other than D&D turn based... just as no Bard's Tale numbered sequel should have ever used anything but the Phased Based foundation of the [entire previous three installments of the game] series; that goes for Wasteland as well IMO.
Make the argument, let's see you try to defend RTwP...
(Not directed at me, but hey...
)
If they want to do turn based (phased based, RTS, TPP hack-n-slash, or even Interactive fiction), they should pick a different series IP. That's not what Baldur's Gate IS. The BG series is founded on D&D shoehorned into RT/wP combat mechanics. There is no argument or debate of that—it's an historical fact.
and "Baldur's Gate" is re-used mostly for name recognition.
Possibly—even probably.
Also Larian never did RTwP, but did some enjoyable TB games.
Would you defend Bethesda with that same argument reversed, in favor of their [abominable] Fallout sequel(s)?
And it's about time the D&D flagship cRPG was more faithful to the rules.
I would certainly welcome development of more faithful D&D titles—but not in a Baldur's Gate title (of course).
2) I was answering people saying TB was for casuals while RTwP was hardcore. This is demonstrably false: at its most hardcore/complex, RTwP is simply a pause-fest and a visual clusterfuck, OR an automated game.
No argument there. BG's system was flawed, such that the engine enforced determined hits—even as the targets evaded the attacks... and so you would see arrows following their targets around like homing missiles, and have party members killed by fireballs when the flames and the flames never overtook them.
Also, it's not because one likes TB over RTwP that we'd want everything to be TB. I very much like RT without pause and action gameplay.
Very much agreed.
They're just different systems with their respective strengths, and the character and combat system must designed to take advantage of those strengths and not play into their flaws. RTwP is trying to combine the tactical depth of TB with the fluidity of RT, but as it happens they're antithetical so it ends up just being the worst of both worlds, unless it's just basically an RT game with occasional pause.
I agree with this too. I would have probably preferred if the BG series combat mechanics had been a successor to SSI's Goldbox franchise; with its isometric TB encounter areas, but that didn't happen.
*There is no making
Mario Bros. sequel as a D00M clone, that's not what it is; and Super Mario Bros, Mario Cart, and Donkey Kong are not Mario Bros. 2. If anything... (and excepting Mario Bros itself
) a modern Mario Bros. should be a lot more like
Bubble Bobble—though not a clone of it, than Super Mario, or MK11, or Prey2, BT4, or D:OS, or whatever modern fad they want to chase instead of creating a real sequel for it... And the same applies to the BG series not becoming unrecognizable clones of some other game franchise.