I still think it's good enough to merit it's own existence.
Yes. Barely.
You don't have to like it, but it's certainly not pointless.
It is because it doesn't make any of the things you mention (save for maybe nerdy bickering) any easier.
Spells and stuff are a consequence of having alignment system, not its purpose.
Morrowind also game out 4 years after BG1, and from everything I can tell it had a larger budget and a much longer development cycle.
So newer is better now on the 'dex?
Why doesn't the same line of argumentation apply to Fallout?
Forgotten Realms is widely considered to be the McDonalds of D&D settings, so it's no big surprise they don't do anything very interesting with the setting. Bethesda also had their own universe to develop and explore as they wished, where Bioware had to make sure everything met TSR or WotC (whoever owned the licence at that point) approval. I'm not bringing this up to make excuses for BG1, but rather to suggest that it's not really a fair comparison.
BG2 seems immeasurably better though and TES started as pretty much derpy unofficial D&D spinoff.
Are you dense or did you just intentionally miss the point of that post?
You mean:
"Linear!"
"Look, lotsa stuff!"
?
Should I have replied by pasting Oblivion's map to keep with the tone?
(guess I was blessed by higher beings with players who can even play stock AD&D paladin and have fun with it)
Would they have less fun playing the same paladin without associated alignment *system*?
What's with your love for "deconstruction" anyway? Do you like Evangelion too?
I never got around to watching NGE, and if some boring, trite shit is to be used, I prefer the use to be subversive rather than straight.
Not even FO or Arcanum have anything like that (maybe with exception of FO1 and it was even coded out by developers in patch). You're moving into "perfect DraQ game" territory here.
Not really, because I proposed effective reuse of content already there in game forming an overlong and boring breadcrumb trail, just with some different writing.
Holy Christ. If you hadn't use this horrifying blue color I probably wouldn't have found where you quoted me. This can't be healthy, man.
Well, the thing is that you and Drago are using linearity as a concept that denotes the game's storytelling itself. His complaint is that you can't change the game's main plot while yours is mostly about the disposition of mutually exclusive content yes?
I'm trying to be subtler than that.
It's not just genuine mutually exclusive content, it's whether you can take a narrative formed by someone's playthrough and rearrange it to describe everyone else's playthroughs.
So if two quests can be done in different order but completion of one influences the another in some way (not necessarily by actual content change) I'm still willing to count it as non-linearity.
I'm also just trying to formalize what does "changing plot" mean, but I don't think there is a reason to narrow non-linearity of the whole game down to just its main plot.
you can at least still miss content here and there.
I disagree unless by "content" you mean stashes disguised as copypasted bits of scenery.
Maybe pickpocket items as well.
BG1 has its upsides. Being able to get one half of the party try to murder the other escalating from seemingly regular banter was a genuine highlight and also, AFAIK, a first. I'd genuinely welcome more party based games doing this.
Sleepy, intellectually shallow plot with nice voiced narration between chapters and during dream sequences makes it a nice candidate for relaxing, mind-numbing multibeer game, although TB would be more conductive to playing with tankard in your hand.
Other than that it has shit C&C, shit AI, shit combat, shit plot, shit setting, shit exploration, shit systems (such as reputation) and uninteresting characters.
Slavish obedience of party members in terms of inventory management (also orders, but given how the AI struggled with simple tasks I'll chalk up discerning suicidal orders as completely unrealistic design goal given technology and programming skills of BW then) was also baffling considering their refreshing independence in intraparty interactions.
It could have and should have been better.
Still, I always perceived Skyrim as even more linear than BG1
I tend to perceive distant objects as blurry - are they?