I watched it in order, just the first one was what hooked me initially. They're both pretty comprehensive. Watching the sequel did remind me of how impressive the overhaul was to the engine for BG2, and then the little revival that the original had when people first cracked the BG2 engine so it could play BG1 again using weidu tutu or whatever it was called. That was not an insignificant little coup that gave the original a new lease on life into the aughts. But then one of the problems became just setting it up and having to reinstall if you busted it somehow lol. I like some aspects of the EE and played through the game again that way as well, which for some QoL stuff was nice, but then other things about it make it feel too special edition-y for my tastes.
To me the thing that made BG cool, or really all those IE style games was the custom portraits and sound and script with gateways there for the player to get creative or to tease something for makers and GMs. I wish they had realized when transitioning to 3d in NWN, that what it was missing was a way to build Baldur's Gate style action-RTS fusion for building out those adventure packs. It was the big missed op for them, to give away that idea when people were still grooving on it. Instead they should have integrated what they did for IWD with BG2 and made it all part of the same big thing.
Faerun: The Forgotten Realms, with the all the cool logos and legit cohesion and style, like they apparently wanted to do initially. They could have got like 12 campaigns out of it I'd bet! But it was a lot harder to custom up a more cinematic single character SP-MP style campaign of the sort Bioware was moving towards I guess. They should have kept with the godmode 6 member party idea from BG and the gold boxes and just kept going with it. Then once it was all built out and set work up the fully TB adjunct of the sort that ToEE was trying to pull off into that already existing content scheme, with those games in place. But the idea that you keep the connected SP campaigns in place, while you build out the MP/DM Builder stuff. Instead of breaking up into like 5 different things, from different companies, and a fractured player digital player base. They tried so many things, that didn't quite land in rapid succession that whole decade, D&D I mean. I wish the wizards would have simultaneously done a connected PnP and Digital D&D release for the same content in the same edition at the same time, with a framework for how to set ground-rules for how the two official game modes can work together and interact. That would have been cool. Anyhow, fun video there. It covered a lot of ground. If there were interviews he could probably make a good documentary that I'd sit and watch streaming, in 9 parts on hulu or prime or netflix or whatever heheh.