The number of possible points of interests is appropriate for the size of the maps
The number of possible points of interests is inappropriate for the size of the maps. You know why? Because of the immense boredom and tedium associated with map exploration in BG1, that I did not experience anywhere in BG2 or Gothic. Feel free to call this purely subjective, but if I had no problems enjoying the exploration of BG2, then there must be something the sequel did right that the original did wrong. Namely, a bunch of generic uninteresting maps filled with 3-5 random encounters that float in vacuum.
Dude, you came up with a highly questionable declarative statement without a single fact to back it up. The onus is on you to provide sufficient evidence. I am surely not going to collect the handful of “quirky encounters” for you.
If you read my line about "hundreds of encounters", then you also read all the examples off the top of my head I provided, which means that you are lying when you say I haven't provided a single fact to back it up. I may not have provided any in the line you quoted because I felt that anyone who played BG1 would find this observation a self-evident truth, but I had provided numerous examples in the posts that followed, and since you obviously read those posts, you also read all of those examples. So stop lying. I provided about a dozen facts (ogre mage from Baator, kobolds giving autographs, etc.) and could provide a hundred more if I had nothing better to do. Stop lying.
Well, I suggest you try that yourself then. List all those quirky encounters. Porky at least came up with a few examples. Can you?
Stop lying. I listed a number of those quirky encounters. You quoted two random lines from my posts which were not addressed to you, which means you also read all of those quirky encounters I listed.
Or you could simply admit that you can't because there aren't that many to begin with
Stop being a liar.
Ok, I accept your lack of an argument.
Your inability to understand my argument is not my problem.
How can a map be flat if it has mountains that influence player behavior? Seems to me, from the perspective of the player, the map is not flat at all.
Because the player views the map from a static isometric top-down perspective which obscures the depth of the terrain and reduces all movement through the terrain to the same point-clicking and waiting for pathfinding to kead the party to the destination. Exactly the same as in case of a completely flat terrain. The terrain is not flat only from the in-universe perspective of the character, but it remains flat from the perspective of the player because moving through a "mountain" provides no difference in terms of view, perception of the game world, or the manner in which the character needs to be navigated through the terrain. Compare this to Gothic or Morrowind where moving through a mountainous terrain requires you to avoid steep edges in order to prevent falling down to your death (impossible in BG), jumping over obstacles (impossible in BG), finding the shortest sloping path through a steep section of the terrain to reduce travelling time (impossible in BG), using magical abilities to fly or glide over ravines (impossible in BG), and most importantly - navigating yourself according to potential points of interest visible in the distance which gradually become more and more detailed as you approach, revealing what they are and how interesting they are to the player - what seemed like a cave entrance or daedric temple from a distance may turn out to be a peculiarly shaped spire up close (impossible in BG).
There's nothing wrong with isometric perspective, but static flat 2D maps viewed from above do not lend themselves to exploration the same way that 3D first-person or third-person (camera fixed behind back), which means they need to be handled differently. More like PS:T or BG2, and less like BG1.
Considering the context of your comments in the thread, is your argument something like: exploration in BG must be inferior because the player cannot scan the horizon? And if so, does that clarified form of it demonstrate how silly such broad statements are?
Considering the context of your comments, you are clearly determined to achieve the "nerdtastic internet argument award" by maliciously misrepresenting your opponents position and using demagogy.
- you claimed that it doesnt and gave as reasons that it doesn't have physical continuity and that most points of interest were "useless out-of-context quirky character who uttered a bunch of pop-culture references and disappeared into nowhere"
- both of these were then debunked by using concrete in-game examples
- at this point, you abandoned your earlier claims, and changed your argument from lack of physical continuity and quirky pointless characters to one where most encounters aren't related enough to their zone or adjacent zones, and gave PS:T as your counter-example
The "useless out-of-context quirky character who uttered a bunch of pop-culture references and disappeared into nowhere" and the "most encounters aren't related enough to their zone or adjacent zones" are the exact same argument which you never debunked. You do understand that I am perfectly free to slightly exaggerate my feelings towards a game, especially on a forum like the RPGCodex, and that whatever inflated standards of precision you are trying to use in order to analyse my posts are biased and deliberately ignore the context in which the said posts were made? A random ogre mage who appears out on nowhere, gives you a fedex quest, and disappears into nowhere is little better in terms of storytelling quality than three kobolds which are supposed to be a nod towards Bob Newhart show, which allows me to humorously join both types of random encounters under the same description of "useless out-of-context quirky character who uttered a bunch of pop-culture references and disappeared into nowhere".
The point about non-continuous terrain was also never "debunked" because it is in fact an objective truth easily evident to anyone who tries to match up adjacent maps from BG1 - most of them do not add up, and even those that do rapidly go from rocky plateau to lush forest to barren mountains in a completely unrealistic manner, much like a theme park that tries to cram everything into its territory.
This last point is a strawman, because the argument is about exploration, and you are bringing up a game that is very much story driven and has minimal exploration, to make points about an open world game that is not nearly as story driven and to a large degree revolves around exploration
The counter-examples I used were PS:T, BG2, and Gothic, not just PS:T. Don't pick those parts of my posts which are convenient for your ad hominem and ignore the rest.
As for being story-driven - regardless of how story-driven PS:T was, it had a great deal of purely optional encounters which did not impact the main storyline and yet remained thematically and logically integrated into their game world, rather than existing in a vacuum like in BG1. If anything, PS:T being more story-driven than BG1 would suggest a lesser focus on optional encounters and a greater focus on the story, and yet both aspects are vastly superior in PS:T compared to BG1. Even if you make the argument that PS:T did not venture outside the city until the last part of the game, whereas BG1 had a great deal of wilderness, it still doesn't save the argument because the encounters found only in the city IN BG1 are just as out-of-context and floating in vacuum as the rest of them. Want more examples, purely from the city? Here you go:
Baldur's Gate Central
http://www.gamebanshee.com/baldursgate/walkthrough/baldursgatecentral.php
- Dabron Sanshenstar appears if you killed his brother previously. Why does he appear at this particular spot? No reason, he could just as easily turn up in any other part of the city.
- Lothander gives you the quest about poison. Why does he appear at this particular spot? No reason, he could just as easily turn up in any other part of the city.
- Felonius manor has a party of adventurers turned to stone you can turn back to flesh. Why do they appear at this particular spot? No reason, they could just as easily turn up in any other part of the city.
- Poultry story with 20 chickens that attack you (hello, useless out-of-context quirky characters). Why do they appear at this particular spot? No reason, they could just as easily turn up in any other part of the city.
- Nadine gives you a fedex quest about her son and an amulet. Why does she appear at this particular spot? No reason, she could just as easily turn up in any other part of the city.
- Lady Hannah tells you about evil mage Ragefast. Why does she appear at this particular spot? No reason, she could just as easily turn up in any other part of the city.
Now let's compare it to Sigil's Clerk Ward
http://www.gamebanshee.com/planescapetorment/walkthrough/clerksward.php
- A woman called Diligence and her bodyguard tell you that you are too shabby-looking to be wandering in this location. Why does she appear at this particular spot? Because the Clerk Ward is a place for Sigil's elite, rich people, nobility, and people with money and fine taste, and the Nameless One is a half-naked zombie with dishoveled hair.
- Malmaner gives you a fedex quest to fetch him a costume for a masquerade party he is attending. Why does he appear at this particular spot? Because Because the Clerk Ward is a place for Sigil's elite, rich people, nobility, and people with money and refined taste, and masquerade parties is how rich people often spend their time.
- Civic Festhall Entrance is found here. Why does it appear at this particular spot? Because Clerk Ward is by definition the center of Sigil's bureaucracy and government, and a civil servant building is only too appropriate here.
- Eli Havelock tells you he used to train scouts at the Festhall and can train you as a thief. Why does he appear at this particular spot? Because of the reason I just said.
- Brother of Intellectual Lusts is found here. Why does it appear at this particular spot? Because Because the Clerk Ward is a place for Sigil's elite, rich people, nobility, and people with money and refined taste, and an oddity like a brother which offers intellectual rather than sexual services would only be appropriate in a place filled with bored rich people in search for unique sensations.
- Apothecary is found here. Why does it appear at this particular spot? Because in Sigil common people do not have the luxury of having an apothecary in their neighborhood, restricting it only to the city's elite.
Basically, I can keep going, but you can see for yourself that every single encounter in that location fits thematically with the identity of the Clerk Ward - curiosity shops, sensate establishments, linguists, advocates, etc. And the same holds true for Lower Ward, Hive Ward, Forgotten Village, Curst, and so on. This is the difference between Bioware and Black Isle - filling out a quota with uninspired quirkiness and nerd references vs. intelligently designing an area according to its backstory, thematics and logic. And Torment's main storyline does not in any way depend on there being a well-designed Clerk Ward with integrated encounters - Black Isle could have simply thrown in a few random quirky characters and called it a day.
For obvious reasons, if you have fewer zones, you can write more extensive dialogue for the NPCs with the same amount of resources (I even mentioned crappy dialogue and quest structure as my cons of BG1 in the original post), and since there will be more NPCs placed into every zone, then of course they will be more related to each other and to the zone than in a game that has to spread them out over a much larger world. But as stated, this approach does not lend itself well to exploration, and thus is not relevant to the discussion at hand, which is about the quality of exploration of BG1, and not its general design approach vs other games such as PS:T. Other games that have great exploration in my opinion, such as the Gothics, have a similar approach to BG1, because it's not very realistic to expect devs with limited resources to be able to stuff a sizeable open world with the kind of content you have in much tighter, less exploration dependent games.
Empty excuses. If you lack the resources to properly design a vast world, then properly design a small world. BG1 being filled with tedious, illogical exploration that makes me shudder at the thought of replaying that game cannot be excused. Especially considering that they fixed this problem in BG2 by creating properly designed standalone locations rather than try to simulate the "open world" effect in a perspective which doesn't lend itself to this type of gameplay. Biowhore was capable of learning from its errors back then.
And I am still waiting to hear the logic to the allocation of gibberlings, xvarts, hobgoblins, kobolds, basilisks, ghouls, zombies, skeletons, carrion crawlers, and a bunch of other monsters. What, you had nothing to say and decided to ignore this question? Very convenient.