Originally Posted by ArvGuy
One slight problem I have with the way Larian have done things is that while it certainly does allow you to play, the use of invisible triggers to set certain flags in the background also plays havoc with the cutscenes and the dialogue options. If you have a party and you're doing things out of order then things get sort of weird.

I randomly did not walk into the grove after doing the battle but instead hiked on, cleared the village, and ended up on both the risen road and in the swamp. And when I then went back and actually entered the grove, the mercs and Ethel had gone missing.

In another playthrough, I could give Gale an artifact once, but he never had his dialogue about needing artifacts, and during the party he thanked me for giving him artifacts (notice plural), even though I'd only given him one.

That's the problem with Larian, sadly. And weirdly enough it's the amount of freedom, but not polishing it. Even DOS2 today you can do basically anything, yet this will result in some bugs, broken dialogues, etc. You can get dialogues of things you never did, or that you did but actually meant nothing to npcs later on and they act as nothing happened.

Larian games as I learned are not to be played blindly, but to get guides and use lots of meta knowledge, or you'll end up breaking your own game later just because you could do or take certain paths.