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#772442 08/05/21 10:46 AM
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Reckem Offline OP
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After playing a little more and taking a look at some more detailed improvements, albeit aesthetic ones that don't affect the gameplay itself, I have brought forth a list:

1. More realistic environment. I know, you are probably scratching your head wondering "what is he talking about?". Here is an example. When you leave and exit the Druid Grove through the gate it raises and lowers as you pass through. The ropes, pullies, and gears that operate all of it however never move. The little details help to enhance the experience of the environment.

2. More character voice dialogue. Our own characters almost never use their voice to speak their lines. Having them speak their lines I feel would help immerse the player further into the experience of a D&D RPG. It would also help set the game apart from Dragon Age which all interaction with NPCs and companions feels like. Maybe even have the player characters show more animated emotion based on the topics/discussions of the conversations taking place.

3. More realistic Camp setting. As we travel all over Faerun we come across different environments and settings. What doesnt change regardless of where we camp is well.... camp. It looks exactly the same no matter if we camp in the Underdark, Goblin Camp, middle of Druid Grove, Nautiloid Wreckage, beach where the harpies are... Having the camp match the environment in which we are currently in would, again, help immerse the feel and experience for a D&D campaign. In PnP you never have a DM that makes the players travel 50 miles back to a preset place of camp just to rest, then travel 50 miles back to where they left off. Perhaps even add in a chance for a random encounter based on the setting, if trying to camp in a dangerous area like Underdark or Goblin Camp.

None of this would actually change how the game is actually played or the story itself. it simply adds to the player experience and helps to immerse them further into the adventure that they are on.

Last edited by vometia; 14/05/21 04:15 AM.
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2) Have you even wondered why games with full voiced protagonist have only few dialogue options to pick ... but games with muted protagonist have double / triple / and sometimes even quadruple as much? Answer is simple: Money. Voicing characters if often one of most expensive process. :-/
I certainly hope they dont go this way, for several reasons that was mentioned in other topics ... but mainly money (better spend elsewhere) and imersion (that is kinda long topic). -_-


I still dont understand why cant we change Race for our hirelings. frown
Lets us play Githyanki as racist as they trully are! frown
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Please dont add voice acting to our character, it would be jarring and it would most definitely detract from the options avilable, there is alrerady way too much voice acting for a game of this caliber and I wnonder where we will see the cuts coming to accomodate that.

The only one of these I find interesting or even something id be interested in would be number 3, different camp backrounds is a fine idea.

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There is a whole thread about the voiced dialogue debate.

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Originally Posted by mademan2
there is alrerady way too much voice acting for a game of this caliber

There is no such thing as too much voice acting in this game - especially when it is SO good! (Especially the narrator's voice and Astarion! Their acting is simply brilliant, I could listen to them all day.)

I'm currently re-playing Dragon Age: Inquisition while waiting for news on BG3, and while I am immensely enjoying being able to hear my character's voice, and not have one-sided voice conversations, my mind boggles when I consider just how many variations of dialogue lines went into that game. At least in DA:I they just had 2 male options, 2 female options to do all of the lines. Here they have not only a male PC and female PC (which would require at least 2 voice actors of each gender to cover all the variations of how different races might sound - and we don't even HAVE all of the possible races in the game yet) but also if you choose to play as the origin companions, they have also had to voice THE ENTIRE GAME. (I've listened to some of the datamined voice lines and recognised bits where the actors narrated an in-game situation as their characters)

Having 10+ voice actors voice THE ENTIRE GAME as the player character (PC or Origin companion) in all its different variations is mind boggling, not to mention expensive.
I now understand why they give us text on our end. After a while I stopped noticing it and just imagined how my character might say the lines anyway.

Last edited by Alexandrite; 08/05/21 11:02 PM.
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Originally Posted by Reckem
After playing a little more and taking a look at some more detailed improvements, albeit aesthetic ones that don't affect the gameplay itself, I have brought forth a list:

1. More realistic environment. I know, you are probably scratching your head wondering "what is he talking about?". Here is an example. When you leave and exit the Druid Grove through the gate it raises and lowers as you pass through. The ropes, pullies, and gears that operate all of it however never move. The little details help to enhance the experience of the environment.

2. More character voice dialogue. Our own characters almost never use their voice to speak their lines. Having them speak their lines I feel would help immerse the player further into the experience of a D&D RPG. It would also help set the game apart from Dragon Age which all interaction with NPCs and companions feels like. Maybe even have the player characters show more animated emotion based on the topics/discussions of the conversations taking place.

3. More realistic Camp setting. As we travel all over Faerun we come across different environments and settings. What doesnt change regardless of where we camp is well.... camp. It looks exactly the same no matter if we camp in the Underdark, Goblin Camp, middle of Druid Grove, Nautiloid Wreckage, beach where the harpies are... Having the camp match the environment in which we are currently in would, again, help immerse the feel and experience for a D&D campaign. In PnP you never have a DM that makes the players travel 50 miles back to a preset place of camp just to rest, then travel 50 miles back to where they left off. Perhaps even add in a chance for a random encounter based on the setting, if trying to camp in a dangerous area like Underdark or Goblin Camp.

None of this would actually change how the game is actually played or the story itself. it simply adds to the player experience and helps to immerse them further into the adventure that they are on.

1. To be honest I hadn't noticed but in principle I do agree. Immersion is key to a successful RPG.
2. I whole heartedly agree with this and was thinking the same today. What's the point in picking a voice if I have half a dozen lines of dialogue? I'm very much in the camp of having a voiced protagonist and firmly believe silent ones should be consigned to history were they belong. Even as a non-voiced my character has less lines than any one did in DOS2's first act.
3. It would also be nice if your party members moved around a bit. The camp in this game feels practically the same as the one in Dragon Age Origins did, a game that's over a decade old. If BG3 is meant to be the next generation of RPGs then the camp should have more life to it.

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definitely a +1 to different camp backgrounds/locations

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Reckem Offline OP
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After playing an Evil Drow Rogue I did find a slight variation in camp but overall it was the same. Everything still had it's place, the environment still the same... just add in an altar to the absolute that you potentially can get laid on.


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