That was very interresting to read.

I totally agree with your analysis. Considering those 3 boxes it is absolutely obvious that "context" is the one most of my critics are about.

@snowram : "Typical gameplay interraction" can be on or off context according to me. Pushing someone in a hole is possible in the Forgotten Realms. But it would never be how it looks like (visual, physic, frequency,...) in BG3. It is exactly the same with jumps and the shockwave when you land. The way things are presented is at odds with the universe we play in.

This is just 2 exemples but it is true in many aspect of the game.
Wormerine talked about a clash between mechanics and story and it is true. The resting system VS the urgency in the story is a perfect exemple.
The distance between the goblins "outpost" (blighted village) and the grove VS Minthara need our help to find the grove ins another exemple of clash between the map design and the story.
The lack of unpredictable events / danger in a part of the world described as full of trouble is another one to me.

I have a long list of "complaints" and all those things make the story and the exploration a lot less apealing to me because what I like the most in RPG is having the feeling that I'm living an epic quest in a believable world.
In BG3 everything feel divided in parts that are not coherent as a whole.

It does not mean that I don't enjoy the game a lot but I'm mostly sure most players would like it even more if it was a coherent whole. Best sellers RPG usually are coherent wholes.

Last edited by Maximuuus; 08/12/22 03:40 PM.

French Speaking Youtube Channel with a lot of BG3 videos : https://www.youtube.com/c/maximuuus