DraQ Pull yourself together brah. You are ranting now. I don't like BG1 either, but you won't see me ranting about not being able to see a Gnoll Stronglohld in a Infinity Engine game, which has nothing to do with anything. Just accept that their approach to exploration did not align with your favourite and deal with it. If someone can enjoy it, good for him. Zen, brother, zen.
His point, I think, is that exploration requires you to notice (or think you notice) a point of interest, and then head for it. If you're simply zigzagging across a map until you find the proverbial gnoll stronghold, then you're not exploring, because there's no agency involved, just randomly stumbling upon things.
This.
"Blind guy in the fog" just isn't a mechanical model for any sort of exploration for reasons completely unrelated to DraQ being a meanie towards good old BG1.
And while any mentions of exploration in BG1 being laughable doesn't detract from game's other qualities, it helps highlight the biggest problem BG1, IMO has.
This problem isn't that you can spam fireballs at inert AI from beyond visual range, nor it is moustache twirling villains ragequitting your party just because you got popular.
This problem is that design-wise BG1 is terrible as it seems to be a mishmash of mutally contradictory ideas getting in each other's way:
- Guys, let's make a party based RPG - but don't let the player build their actual party
- Balance our game as true party based game - but treat it as solo for protagonist's death
- Put a good deal of work into developing intraparty interactions and giving recruitable characters their own agency - but let the player strip them of all gear and kick them out within seconds of first meeting them
- Use points of interests + map travel as your world implementation - but make the points of interest just random generic wilderness forcing player to walk
- Give player freedom to roam around - restrict access for no apparent reason until the story progresses
- Create majestic vistas - cover them with RTS-esque fog of war
BG1 design decisions just don't make sense in each other's context.
You could pretty much make a much better game out of pretty much any half of them as long as you'd throw the remaining half out.