Originally Posted by Newtinmpls
Originally Posted by Abits

It's been a while since my last dos2 playthrough, but it happened toe more than once that the choices I made were not reflected by the narrative. People who are supposed to be dead are talked about as if they are alive, things I did talked about as if I didn't do them and vice versa. At the time, I thought that this issues are probably related to the fact that Larian is a small studio that created a system with a lot of choice, and that it is really hard to account for all of them. All of this is true. The problem is that these issues plague the Baldur's Gate 3 EA as well. And not only in the cases of me trying deliberately to break the game.

Two examples - the first one might be a bug but it fits the MO- during my fourth or fifth playthrough (I love the character creator sue me) I failed (again) in the persuasion check when trying to convince Khaga not to kill the tiefling girl. This time I decided in a kind of psychotic fit to kill Khaga on the spot. As I expected, all the druids in the room turned hostile, and I killed them all. But surprisingly, everyone else wasn't hostile. Not only. The rest of the camp and the druids outside were not hostile, even Nettie who was in a nearby room talked to me as if nothing wrong. Same is true for everyone at camp. I had to look very hard for someone to acknowledge what I did and in the end I talked to Zavlor and found out that if you push him hard enough ( be aggressive in your dialogue choices) he will ask you to kill Khaga. Of course the problem was that she was already dead.

Example two, which is much worse - this time I didn't want to take shadowheart with me through the whole game, so shortly after recruiting Layzel I asked shadowheart to go back to camp. She was still a bit pissed I recruited Layzel and threatened me she won't wait in camp. To my surprise, when I went to camp she was indeed missing. I later encountered her in the druid grove. The problem is that during our conversation in the grove, half of the time she acted like she is still mad at me and in the other half she acted like we never met. This example is worse because there is nothing game breaking I did here, but still the game didn't acknowledged my choices even though it offered them to me. If I never played dos2 I would think this is simply a bug or unrefined dialogue, but now it's seems to like Larian just doesn't care for these things..


I think that this is a really important thing - and I would put it a different way.

To some extent any DM (computer or live) will construct a series of options; choose left or right, kill or ally.

The problem with BG3 is there are so many times when an NPC will comment on something they clearly think I know - (druid grove people talking about "the ritual" I'm looking at you) - that is not good gaming.

It looks to me like the Larian Dev's had a preconceived idea of the path that any given adventurer would take, and then set up conversational options based on that. I'm no great shakes as a programmer, but even in my youthful playing around with DOS to create a "sort of" adventure, I was able to conceive that someone might take a different path to things, and even in that primitive programming I could set up things such as "if they did X then Y" which would mean that I could set up things where one early action would have ramifications.

I love a lot about BG3; but the storyline choices (and ramifications/consequences) are handled very poorly, and it wouldn't be a hard fix. To the examples above:

IF Archdruid is killed by Party THEN NPCs of the category "druid" have their hostility +100 (and this would obviously include Nettie, but might not [probably not] include the Teiflings); for that matter Annabelle's parents might then be VERY pleased.

IF Shadowheart has X amount of negativity towards player than a certain amount of her conversational responses might be disabled (or enabled).

I just want to touch on your druid grove example with the ritual. The first time through, the ritual was brought up in dialog by Zevlor, but I failed the dialog choice to prevent the scuffle at the gate. The second time, where I succeeded that check, I didn't get the information then, but in a later dialog with Zevlor, after the fact. The ritual is foremost on the tiefling's minds, because it's going to force them out of the shelter and relative safety of the grove, and so of course they'll talk about it.