So its the norm in AD&D tabletop games ?"Be it know to all of evil intent.." ? This doesnt make sense.
It does in Forgotten Realms where there are spells like Detect Alignment.
"Oh, come all over me!"
"I cant, miss, Im lawful-good"
I mean, characters actually think and talk like that in-game ?
Key word being "silly".It's just a silly "fantasy" way of referring to assassins, bandits and scoundrels in general, the kind of people that would like to collect bounties on a random kid's head.
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.
Keen observation, but do note that having game play differently depending on the level on which you do different things is pretty much the baseline - *every* game where you can level up and visit stuff in different order will have it, because you'll either have vastly different challenge or (if the game has profuse level scaling) encounter completely different stuff to keep the challenge level independent of level.Level, party composition and stuff.
one encounters either Minsc or Edwin first.
What's with your love for "deconstruction" anyway? Do you like Evangelion too?
Some people liked it vanilla, best gaem evarOblivion was a "different" game then.
Very true, that and the fact that Baldur gate will need to have even more line of dialogWhich is why I'd rather use the concept of linearity in regards to quest structure and how it can be spread across a gameworld -- meaning in the sense of an open world -- without necessarily causing the player's experience to change -- which would lead into the next stage, that of a sandbox. After all, a sandbox allows us to play with it, to alter its nature, it is C&C incarnate, be it of a systemic (see CK2; Morrowind) or scripted (AoD) nature. Not every open world is choke full of C&C and not every RPG full of C&C is disposed as a open world. After all, I can be a small developer who wants to make a quasi CYOA with some combat situations, but can't really make a giant 3D world. And etc.
Well, yes, with no sorries. Following a set of cheesy 'dex statements full of "shit" with some minor verisimilitude stuff, and mixing it with AI issues for a game in engine written in fucking notepad, that's going a bit overboard. If the only redeeming feature for you in BG is that it introduced interparty banters and backstabbing then there's nothing to talk about.No, sorry:
You can always not care for what Gorion tells you to do
I tend to perceive distant objects as blurry - are they?
Sapkowski is quite known for just taking all sorts of random shit when inventing his fantasy names.
In any case Morrowind trumps BG1 in every imaginable area short of gameplay
1. I don't think we should conflate BG1 and BG2 because they are vastly different games in terms of overall structure and quality and I don't really have any problems with BG2.words
In any case I consider babysitting a bunch of suicidal, lobotomized lemmings good gameplay for a cRPG
Ok, what else did BG1 get right?If the only redeeming feature for you in BG is that it introduced interparty banters and backstabbing then there's nothing to talk about.
Precisely.No, they're not. Perception can be fooled.
The basic structure of BG1 is the same as BG2 in terms of how you approach quests. It just lacks as many cutscenes, scripted events and intraparty dialog.1. I don't think we should conflate BG1 and BG2 because they are vastly different games in terms of overall structure and quality and I don't really have any problems with BG2.words
Never even mentioned Oblivion. Tl;dr indeed. I am posting in a Draq thread. In a Draq thread, Draq quotes little bits of people's arguments and doesn't bother to read their posts.2. For BG1 the tl;dr essentially is "BG1 is just as non-linear as Oblivion" - a shining recommendation if I've ever seen one.
I am very butthurt about people liking what I don't like more than my favourite wikipedia larping simulator
I think the problem people are having is that certain retards are saying the entire game is linear, which is retarded. And other retards are talking as if the main quest is non-linear - which is almost as retarded.
Yes, the main quests in the Bauldur's Gate series are linear. However, their side quests may mostly be completed in any order and some have multiple entry/exit points. E.g., rescuing Haerdalis in BG2 may be accomplished at virtually any point in the game by receiving a quest from Quaile (spelling?) through Aerie, finding him and freeing him while exploring, or finding the troupe of actors and responding to their request. The quest may also be ended at several points: If you convince them to give you their deed beforehand, you need not rescue them to receive the playhouse as a bard, you may choose to abandoned them or not help in the summoning at all, you may choose not to take their quest or to take it and leave the actor enslaved etc. Similarly, the Ragefast nymph quest in BG1 may or may not be received at any point after the player enters the city either from Ragefast himself or from hearing rumors and investigating on your own (I think there may have been another way, but I don't remember), Again, the quest can have multiple endings and may be given up on should the player choose to do so.
Now, for examples of linear side quests in games, you can look to games like the Witcher, where side quests happen incidentally as the player progresses through each linear stage of gameplay. Also, though most of the quests in Skyrim may be taken at any point, in large part, they have a specific entry point and ending point. You cannot, for example, begin the mages guild quest by wandering into Saarthal (spelling, who cares?) and joining the college afterward or not at all and it always ends with you being declared the archmage.The same is not true of every quest in the game though.
So, again, the main quests in the Bauldur's Gate series are linear. However, the overall structure of the gameplay tends toward the non-linear due to their side quests, which can be discovered, completed or ignored in almost any order the player sees fit. The game as a whole therefore cannot be called completely linear or non-linear. However, again, the main quest of the games should be called linear, with the minor exceptions of mid-game in TOB where you can choose the order of which strongholds to attack and perhaps the beginning portion of BG2 where you choose what missions to undertake to make the 20,000 gold - as the line between side quest and main quest becomes somewhat blurred there.
Except that differently from BG1, BG2 central quest is non-linear somewhat (with the player having to choose between the undead bitch and the thief faggot), which is one of the main points of DraQ in first place. And the difference between BG1 and BG2 is much bigger than just "more of everything" as your post suggests. From the the actual writing, to the non-generic plot and anthagonists, to the adition of new gameplay features like strongholds, to (infintely better) dialogues, etc. In other words: its a difference of quality, not mere quantity.The basic structure of BG1 is the same as BG2 in terms of how you approach quests. It just lacks as many cutscenes, scripted events and intraparty dialog.1. I don't think we should conflate BG1 and BG2 because they are vastly different games in terms of overall structure and quality and I don't really have any problems with BG2.words
I completely don't understand the high school bullying thing that goes on in 'Kwa. In normal countries high school is when bullying is over and it's one of the best periods in one's life.It's never been so clear than with Shepard whose renegade behaviour is Bioware's take on the alpha male: they have a love/hate relationship with what they imagine makes tick the jock that humiliated them all through their high-school years that they still inhabit, despite the millions of dollars on their bank accounts. The Obsidian guys didn't have such a rough time through high school (they all look like hipsters on rampage and I imagine that they were the weird creative mavericks that didn't get girls neither in their teenage years but still, they were not as universally despised than the Bioware guys at the same age) so they did get a life and can write plots and characters that are not completely retarded.
Herp derp.