Originally Posted by Robcat

The OP reads like a pretty fair and thought-provoking critique of the game. I hope Larian duly considers it. If I was to criticise the critique in turn I would suggest it seems a bit one-sided. That is, a little too much like 'I love Baldur's Gate 2 and want RPGs to be more like it, without addressing the comparative strengths of D:OS except as a side-note in passing. I appreciate that it was noted as a personal assessment and this in no way detracts from the points made, however if the aim is to consider what would make an ultimate RPG by comparison with BG2 I think we should address/debate the strengths and weaknesses of both games.

I admit it: BG 2 is my personal favorite game of all times (until now). So it's quite natural for me personally to compare D:OS with BG 2 given the fact that both games are incidentially in the same genre... wink

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It's worth mentioning that some people think the Baldur's Gate games are pretty poor and can make substantive arguments detailing why they feel that way. I'm not arguing for relativism here, merely noting that some subjectivity is inevitable in game design discussion. Personally, I love BG2, even if I'm not sure how much I would want Larian's future games to emulate it.

Of course there are people who don't like BG 2 that much. There are even (numerous) people who think that BG 2's combat system is "weaksauce" (though most of them are just against RTwP combat in general and not against the particular basic systems working in the background). My post was just my personal assessment, no question. People are free to disagree and actually there are quite a few people here on this topic already who did so. I think that's great and I love to talk about my favorite games with other people. It's not so much about "Hey Larian, you have to adopt system X in D:OS" but more about "Hey Larian, there was once this great game called BG 2. It could be worth a second look why this game was good and where it was possibly lacking." I think a thread like that can be indeed thought provocing which is everything I ask for. Discussing about game mechnics, assessing their pros and cons, reflecting interfering systems, thinking about solutions, that's how game design comes to life in the first place. It can't be wrong to open your mind and think about different solutions. I mean there must be some reason why you came up with your solution in the first place so you must have pretty solid arguments for its existence. "Testing" these arguments against other solutions is a pretty strong and essential way of actually assessing whether you have a good and working system or not. And sometimes (or often) you just come to the conclusion that both systems are pretty cool and working and just solve the problem with different elements and features. That's indeed pretty cool because it adds variety to gaming. wink

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I also think it's worth mentioning that Original Sin was never intended to be the big one and indeed, its initial more modest scope was greatly expanded by the kickstarter so a lot has been designed on-the-fly. I think the amount of iteration and creativity that has gone into D:OS will have been a tremendous learning experience for Larian, indeed a very valuable and important step on the road to RPG nirvana ;-)

I know. I just wanted to spike Swen a little bit for his "the RPG to dwarf them all" statement once in his blog. I do know that D:Os never was intended to be that game, to make that sure. Nevertheless Swen mentioned in the latest kickstarter update that with all the additional funding D:OS acutally is quite closer to this final "end goal" than Larian intially thought. Well, that statement needed a little assessment I thought for myself... laugh

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I do wonder what Larian's vision of an 'ultimate RPG' looks like.

Then we are already two... smile

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I mean cRPGs are so diversely feature rich that the vision will be markedly different for everybody. I could certainly agree with a vision that includes a party (six is good) in a richly lore-filled world with a deep tactical combat system and plenty of reactivity, choice & consequence, exploration and world interactivity. Not asking for much I know. Where we go from there is where things start to get tricky.

Well, the issue is (though some people might disagree again) than RPGs are the most complex and difficult games to develop. You need pretty strong skills in almost every possible department and you need a very good design for various interfering systems in the first place. This can be very tricky indeed. The problem here in particular is that "failures" or "weaknesses" in core systems are hard to solve or balance later in development. You can't just change your basic systems one month before release. That's illusional. So maybe BG 2's biggest strength was to rely on its pen & paper solution. That system was playtested for years with several editions and improvements made over the years and the biggest challenge was to adopt it to a computer experience. The challenge is even harder if you have to come up with every basic system on your own. There is hardly no experience whether things will work in the end or not. Of course you make a lot of internal playtesting but you will never be able to make real long-term tests with hundreds of people. I mean, look at the alpha and beta versions of D:OS. Can you even imagine what the game would look like without the tons of player feedback given to Larian during the past months and weeks? That's already a great source of both inspiration and system assessment and I hope that it will result in a pretty solid RPG experience.
And of course I know the realities of game development. It's pretty impossible to make a game of BG 2's scope today. I even wonder how they managed to make a game like that in 2000. Every today's bigger or smaller publisher would call them insane.
I also fear that my intial post here might look a little bit "overcritizicing" but that wasn't my intention. You could just read my Steam review to see that I actually pretty love D:OS. Comparing a game with my-all time favorite is imo already a damn honor. There is a great difference between being great and being almost perfect though. Maybe I would give BG 2 a 9.5/10 and D:OS an 8.5/10. That would still pretty much be a damn great game which makes a lot of things quite different than my personal reference but is nevertheless enjoying as hell. I do respect what Larian did with its resources and I think D:OS is a quite strong and entertaining game. But it could need some improvements here and there and some things are just impossible to fulfil today (like the scope of BG 2). That's just a reality and no actual critique. wink

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1) Combat

Having not played I can't really comment except to agree that transparency and documentation of the ruleset makes for a better experience. I would also love a game to have the depth and variety of BG2's spell casting, however I'm open to it being very different systemically. I don't think that cooldowns are fundamentally flawed in themselves, however I do think that any system that relies on them will stunt its tactical depth. I also enjoy the additional tactical layer of resource management that the Vancian casting system (spell use limited by memorisation at rest) provides, and would encourage Larian to consider, not using the system itself but, the benefits it brings to a gaming experience and how those benefits could be implemented in their own games.

That's a pretty decent assessment, I like it. I think that the development of D:OS is far too progressed to actually think about basic design enhancements or changes (like inventing some variations of the Vancian system). But as you said, it's worth considering the strenghts (and weaknesses) of such a system for future games (or even mods???). And as you perfectl said yourself, there is no need to adopt a system. There are endless possiblities to combine systems and to come up with new solutions based on old solutions. wink

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About the saving thing dare I even suggest a toggle? I agree it's better to not be able to save in combat in that it makes for a more vital and dramatic experience if there is not even the possibility of save-scumming your way through it. XCOM ironman is the only way to play that game ;-) Yet there is something to be said for giving people choice in their own game. If people choose to exploit the option then they are only cheating themselves.

To be honest, I'd always vote for more freedom. Giving the player various sliders and options to personalize their gaming experience before starting a new campaign would be a highly appreciated solution. I don't think that stuff like that should only be possible in an "ironman mode" though tbh. Why not seperating difficulty settings and other distinctive options to give the player even more freedom? Just add some sliders and toggles on top of difficutly settings (like no saving during fights, no resurrection/perma-death,...). It wouldn't be that much work to actually implement a system like that but it would result in a very important improvement for quite a few people (me included) I guess. PC gamers and especially RPG gamers imo always look for ways to personalize their gaming experience. Just give them options! smile

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2) Roleplaying & Decision Making

I'm disappointed to hear that Larian may have come up short here though perhaps I shouldn't be surprised given the complexity and overall ambition of this game, its relatively modest budget and the degree of iteration involved. The dual dialogue system is just so brimming with possibilities for reactivity and C&C that I hope Larian will one day be able to fulfil its potential. Obviously I'd prefer mechanical reactivity but I'll take illusion and flavour over nothing. I enjoy using my imagination in cRPGs to go beyond what is mechanically accounted for anyway.

And again I agree. Like I said before, there is quite a difference between the "illusion of choice" and the "mechanical reactivity". Mechanical reactivity would mean a simple cause and effect system. Choosing A results in B. With a system not only based on mechanical reactivity but also on the illusion of choice there are also things possible like choosing A results in B and choosing C results in B as well (maybe with little deviations). The biggest problem with a system like that is that it's extremely challenging to create. You don't only have to write a lot of dialogues but they must be written and connected in a way to still actually make sense. Players should FEEL that their choice results in a fitting reaction but it doesn't have to be another reaction than another choice would have resulted in. That's the really tricky part. Bioware are quite good in doing so. It's one of the reasons why their games offer a huge load of different dialogue options (at least more than D:OS in its current state). Bioware was critizised for their "illusion of choice" model but imo the critique was rather unfair. You can always review a system from the end, deconstructing how it is created and stating "Hey, it's no real choice. It's just an illusion." That's quite easy but not very solid because you don't feel that way while you're playing (which is in fact way more important than everything else). While playing you have the feeling of having a choice just by the possibility to choose among different answers. More answers raise the possiblity to actually find one that fits your role and your thinking. Who really cares if another answer would have resulted in the same reward or answer? You maybe never find that out if you don't replay the game numerous times, always choosing different answers. wink

I talked a lot about dialogues now but I want to say again that I personally think that outside of dialogues roleplaying and decision making is pretty solid in D:OS. Its humurous take on many tropes and its own game world and systems and clever ideas make up for a lot which is missing in actual dialogues. However, I would really like more options in dialogue.

One thing I've mentioned on top of that is that I can't recall any dialogue line with a regular NPC that required a certain ability from my character. I think the initial charm, intimidate, reason system had a huge potential to open certain dialogue branches (maybe like in Mass Effect in which some dialogue lines are only accessible if you have the fitting reputition). It's pretty sad that maybe this potential won't come to fruition due to time and budget limitations. frown

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3) Story, Quests, Presentation & Lore

That's one of the main things I've found wanting in Larian's games to date, a lack of serious lore and world-building. I appreciate that there is probably a trade-off with the freedom of their games (for both the player and in terms of design) yet I still feel an RPG won't reach its zenith without a profound world. Of course, what Larian probably really needs is to be able to afford more staff and writers. I'm pretty damn impressed with what they have been able to achieve so far with a relatively small team. I mean think about it, here we are hoping for them to one day produce this amazing RPG. It should seem like a pipedream yet I actually believe they can do it.

I am taken aback however to learn that there are no lore books or unique items in the beta. I can only hope there is a reason for this, eg to minimise spoilers and save stuff for the release, as I was expecting this sort of stuff to be in the game, especially in an RPG that features such awesome item interactivity and discovery.

I think we're pretty much on the same level, you and me. I agree again. smile
To be honest, games like Baldur's Gate and for example the Witcher have one great advantage in term of lore and the richness of their respective gaming worlds: both are based on novels or other sources of story and lore buildng. They can just make use of what is already there in most cases without the need to come up with completely new ideas and world mechanics and internal logics. That's probably a huge work relief for writers.
Elder Scrolls on the other hand is known for its lore. Lore in Elder Scrolls is one of its core features, one of its unique selling points. I mean, the latest Elder Scrolls games are that lacking in many aspects (like quests and story and internal logics for example) it would be a shame if they couldn't at least come up with some pretty decent lore... laugh
Back to Divinity: I really hope that we will see at least some more lore and backstory in the final game. At least some books to read, some secrets to explore, some unique items, some additional dialogue lines about the world and stuff. I know that the time is short and I guess that the writers are already quite occupied but it would be a tragedy to not bestow Rivellon the respective honor it deserves in D:OS. wink

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4) Graphics, Sound & Design

I happen to love the more realistic fantasy look of the Infinity Engine games (and Pillars of Eternity looks absolutely gorgeous) however I'm really glad that not all games look like that.

From what I've seen of D:OS it is looking truly beautiful now and very charming. To my eye it just 'fits' the style of game it is (how's that for a vague and subjective assertion) Actually, D:OS has made me much more open to the potential merits of 3D for 'traditional-style' cRPGs. Incidentally, to provide a contrary perspective, I found the 'slices' of the world in BG2 to be a bit dissonant and disjointed. I mean, I thought Athkatla was really well done and all, but had hoped that such 2D cities could be done better. The interlinking areas didn't seem especially organic to me and required a different kind of willing suspension of disbelief than continuous 3D games.

Variety is the spice of life (so long as we always have 2D-painted ones wink

I think that in terms of art design D:OS truly stands out. The style of the game just fits the overall design of the game quite well, I absolutely agree. Same is true for BG 2 of course, which had a more "serious" world design based on a more serious story (in comparison to the more easy-minded and humorous take in D:OS).
Both 2D and 3D worlds have their pros and cons. As you've said, the transitions between maps are one of the biggest challenges in 2D worlds and you have to have some pretty decent imagination to not "fall out of immersion" here. But in general, classic 2D gamer like Baldur's Gate rely heavily on imagination. Their whole design is based on imagination (we shouldn't forget that these games were direct transfers of pen&paper games which were ALL about imagination...). Games with a coherent 3D design and world tend to take away from that need of imagination and add to the immersion by system (as I would call it). Today, we gamers are used to that kind of game since almost all the modern games we play are based on more or less realistic 3D worlds, created to be more movie-like with a heavy focus on senses and less focus on imagination (voice-overs instead of written dialogues are another one of these paradigm changes).
D:OS is imo a game which tries to cater to both possible game design approaches to a certain extend, the games-as-movie approach("please the senses") and the games-as-novels approach ("use your imagination"). That's really cool but it comes with certain compromises as you might expect. There is just no way to make the "perfect" game in terms of general game design. In the end it always comes down to personal taste.
However, there is one certain strength of 2D and distinctive levels than can't be rivaled by 3D coherent worlds: the human imagination can always add to what is missing but it cannot change what is there. That means: I can imagine the city of Athkatla even if only slices are presented to me. I just imagine the rest in my head. But I can't think of additional houses or other stuff in my mind and add them to Cyseal in my imagination. That just doesn't work because the world is coherent. There is nothing left for imagination. wink

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Leaving the topic of D:OS and BG2 aside, my own wishes for an ultimate Larian RPG include:

1) Developing and building on this fantastic new dialogue system to provide greater reactivity and C&C. The entire party discussing things and at pivotal moments of the adventure? I can hardly imagine how complex that would be to create yet oh my god if it could be accomplished...

2) Developing an even richer combat and magic system. More, I always want more...

3) Retaining the wonderful humour, whimsy and player freedom, yet somehow combining this with a more serious and engaging overarching story and world. So far for me the story and lore of Larian's games have been fun, but haven't really made me care about Rivellon. It's more just a fun, magical wonderland to play in than a believable world that enchants me, transporting me into that fantasy.

4) The awesome world/item interactivity apparently in D:OS.

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You have my full support on each point mentioned. smile


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There are no toilets in D:OS? Immersion broken!

5/10 because missing toilets. Real shame... laugh


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