Originally Posted by asheraa

I believe the day/night thing is being addressed isn't it? I was under the impression that's why we get tells from the companions about being "tired" at different intervals depending on the companion. It's early access, not all features are live yet.

That’s the first I am hearing of it. As far as I understand, maps have set time of day, and “camping” is night. I don’t know if there is a plan to tie time passage to camping (camp = end day).

Originally Posted by asheraa

As to the 'openness' of the world, has there been any confirmation that it will be as closed off as it is now? We're still in EA so the map boundaries we have in place are there because anything past that is still 'under construction'.

I am 75% sure that D:OS chapter structure has been confirmed. So big maps per chapter.

Originally Posted by asheraa

(...) turn based style and Origin player characters are *completely in the hands of the player*. If you like it use it, if you don't, then don't!

How can one not use turn-based combat, in a turn based game? (I actually have no problem with TB, but argument itself is too absurd, not to point it out)

Same with Origins. It’s not just about having an extra option - it’s how making Origins limits both companions and content for the player character. As far as companions are concerned, making them playable Origins doesn’t need to necessarily hurt them when compared against Baldur’s Gate2, but then we ignore almost 20 years of progress and how well implemented companions can be in a singleplayer RPG. So far it doesn’t look too bad, but I didn’t look at BG3 too closely - I want it be able to make the best possible impression on me, once it’s finished.

As to player character - there are benefits to both a blank slate characters and pre-defined characters. Such advantages, however, can exist only in a game designed with such protagonist in mind. D:OS2 did both at once, and did both poorly - neither providing strong hook and reactivity to shape our own character, nor strong enough characterisation to create compelling pre-determined characters.