• Allero@lemmy.today
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    3 days ago

    In my first walkthrough of BG3, I think I only ever used healing potions, and even they were situational as I tried to keep Shadowheart stocked on spell slots, and my main character was a wizard (and for a large portion of the game, Gale was in a party too)

    Oh, and I straight up didn’t find Lae’zel, Karlach, or Wyll in Act 1, and I lost my chance to add Halsin and Minthara, so I was limited to casters + Astarion anyway. The game didn’t accentuate that I really, really need to look around, and that only struck me in Act 2, by the point I couldn’t return to Act 1. Still, I got Jaheira on my side, which basically turned every melee battle in an enclosed space into a meat grinder for enemies (wizard’s Grease followed by Spike Growth and then cleric’s Spirit Guardian, Astarion shooting from the rear to take down buffier and ranged enemies). Made it a challenge to get Minsc though, as hostile Boo is absolutely destroyed by this grinder too.

    Actually, returning to looking around, there’s one gripe I have about most RPGs. They constantly accentuate that you need to complete the main goal ASAP. In BG3 case, everyone is concerned with removing the tadpole before turning into a mind flayer (and constantly nagging about it, making it look like a genuinely time pressing issue), and then with saving the Baldur’s Gate, and it simply feels extremely unnatural to just go about your business, doing all the side quests etc. Dk about anyone else, but saving my life and then, like, everyone in Baldur’s Gate sounds more important than looting another castle or helping a cow find a trinket. So, in my first walkthrough of virtually any RPG, I typically skip like 80% of all the game’s content, and only then on the second one can relax and learn the world.

    • zoltanshields@lemmy.zip
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      2 days ago

      I actually can’t tell if the whole “this is urgent you need to hurry” in an open world game is a new trend or not but I see it everywhere too.

      Earliest I can think of is Skyrim. Everything was a big emergency. Finish one quest and the character dialogue was like “Another dragon attack! You need to get to this next quest right away! Hurry!”. But it’s supposed to be game designed for screwing around. I can’t help but feel it’s influenced this trend.

      Playing Oblivion re-mastered I’m realizing Oblivion wasn’t this way. The stakes were high but much more of the dialogue was like “Ready yourself, take the time you need, and we’ll talk next steps”. There’s important stuff to handle but exploring dungeons was treated as you getting prepared to handle the big bad.

      Impending dragon attacks in Skyrim, missing son in Fallout 4, turning into a mindflayer in Bg3. These feel urgent, not conducive to exploration and meeting everyone and crafting potions and shopping for deals on weapons.

      All that being said I had the same problem in Bg3. Didn’t long rest enough in the beginning because of it.

      • Allero@lemmy.today
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        2 days ago

        Interestingly, Skyrim was exactly the thing I thought of when thinking of this trope’s origin, so there could indeed be something to it.

        Recently however, I’ve seen an interesting spin on it in The Blood of Dawnwalker. There, too, you are faced with a time-pressing issue as part of your main quest, but the difference is: it is actually time-pressing. You can fail one of the main objectives of the game by not being there in time. And while it is debatable whether it’s good for the exploration aspect of the game and whether it presses the player too much, at least it is consistent.