DraQ
Arcane
Even with existing content BG could be easily massively improved:Draq, BG1 defense squad is looking at Baldur's Gate through the rose-colored glasses of nostalgia and/or complete incompetence at exploration. If there's anything I learned from that piece of shit Wheel of Time forum, it's that you can't talk sense into a die-hard fanboy, because they'll keep frpthing at the mouth to try and deny those parts of objective criticism that they can deny, and flat-out ignore those parts that they can't deny.
Anyway, to sum up the "BG1 has no real exploration" discussion:
1. Isometric perspective restricts player's interaction and perception with the game world, requiring a greater use of textual descriptions, lore, and dialogue (what a 3D game can demonstrate through its game engine, an isometric game must describe through words);
2. BG1 has well-drawn 2D visuals, but its game world severely lacks in uniqueness, storytelling, and roleplaying options;
3. The vast majority of locations in BG1 are completely generic and can be cut with little to no loss in roleplaying value;
4. The vast majority of encounters in BG1 are completely unconnected to their locations and are interchangeable with each other;
5. There are a few well-designed outdoor locations which require active involvement from the player (among them Gnoll Stronghold, Durlag's Tower interior) but most are perfectly flat maps which can be traversed practically with your eyes closed;
6. There are a few well-designed indoor locations/dungeons which are interesting to navigate (among them Durlag's Tower dungeon, Ice Maze), but most are horribly narrow and repetitive corridors where your party can easily get stuck and can't properly fight enemies;
7. Quantity over quality is BG1's defining feature.
Case closed, thanks for watching.
1. Almost every map (some of the exceptions would include Gnoll Fortress) could be vastly cut down (I conservatively estimate to 25% of original exterior area) without actually removing anything of interest using some combination of following methods
- finding a bounding box of all encounters and distinctive landmarks, throwing out everything outside of it
- moving encounters or terrain features a bit to squeeze them tighter
- "squeezing" the whole map tighter while preserving its overall structure
- splitting or merging maps
this:
or even this:
No, I don't care.
A handy collection of BG1 maps is featured here, selecting and applying aforementioned operations is left as an exercise to the reader.
2. Sight distance could be increased. It would limit the overall derp and help against BVR fireball/cloud artillery exploit.
3. Black shroud could be kept off, at least in all the exterior locations.
It doesn't add anything to the game and makes no sense in exteriors:
BG said:
Amusingly enough it might add some slight modicum of exploration: by not keeping track of what *exactly* player has seen it would force player to actually direct their attention around based on the overal layout of surrounding area, possibly not visiting some spots on the map.charname said:I totally couldn't see it looming in the distance!
4. Random derpcounters/rest ambushes could be kept down to minimum and/or changed to present actual threat.
No, fighting seven waves of tasloi before you get nod off isn't actual threat to even very weary band of adventurers, and after seeing the exploded gibs of the first wave the remaining six waves should reconsider and go seek more luck somewhere else.