Originally Posted by kanisatha
I think it's really hilarious that a few people are complaining about the 75:25 split between good v. evil under their assumption that it is only because the evil side of the game is not rewarding enough or something. How about the possibility that the overwhelming majority of people playing the game (so NOT just the tiny, non-representative sample in this forum) actually believe playing good is how one ought to play the game? As someone for whom there is no possible reward that could convince me to play evil, I am extremely happy to see that the preference for good significantly outweighs the preference for evil.


I understand. I just want to say that you have nothing to worry about, with playing the good guy in this game, everything is in order, the only thing missing in a good playthrough is a "good" companion, lawful good or chaotic good. But it will obviously be added in the future, plus Shadow Heart can optionally be good (there is such a theory).
In terms of quests, choices, motivation, a good passage has clear advantages at the moment.

In the evil passage, there are problems due to which we lost 10-20% of those who would have chosen the evil root if it had been better worked out. Plus there are obvious problems faced by players who have chosen this path, despite the fact that it is more difficult and incomprehensible. We also want full immersion in the role and pleasure from the game, and we do not want the game to discriminate against our decisions in comparison with a good passage, to give less content, less understanding, and fewer opportunities.

Even one opportunity to choose a side on which to fight during the first attack of the goblins on the grove of druids (first visit) would give the evil root additional interest, and now it is some kind of secret root. Which players are looking for specifically without motivation in the game to see what will happen. The player is not given the slightest hint that it is generally possible to play this way, this root can only be found on purpose.

Not to mention that there are a lot of bugs on the way of evil when attacking the druid grove. This battle may not happen at all if someone important from the grove died earlier, or if we decided to wait until evening at the camp, and so on.

At the same time, the POTENTIAL of the evil (and neutral) root is very large, and I madly want the full realization of this potential. So many interesting things and shared adventures can be thought of between our character and Minthara for the all next acts, but now we see even in the first act of the problem on her side, I don't want this to become a trend.

I'm wondering what percentage of 75% went through this way, because in addition to motivation, rewards and rationale of this method, they have Undredark, and congratulations from the developers? And those who passed on the side of Mintara have nothing at the end of their passage, except for the feeling that the player is a fool. Will goblins become non-aggressive again in the future, information about tadpoles, the cult of the absolute, when we see Minthara next time and will she go with us? ... The list goes on. No answers, no congratulations, a feeling of complete understatement. As if Larian was forgotten us

It was very strange considering that Larian wanted to show us exactly the evil root that they talked about earlier. I don't understand why it was so difficult to make it better, I repeat that there is a huge potential. This could be the best RPG ever



Thanks to Larian for Baldurs Gate 3 and the reaction to player feedback