Does anyone feel like BG3 is trying to be too many things at once, and that it sometimes feels like it's being stretched thin as a result?

For example, this game has to be a multiplayer game, a semi-multiplayer game, and a singleplayer game. It has to be a party-based RPG, an immersive sim, and a tabletop simulator. It has to let you have a cast of colorful characters follow you around, but can't have those characters be so fundamental that you couldn't just as well play the game without any of them. It has to have so many ways to resolve a quest, or a location, or a game that it doesn't dwell much individually on any point or location or plot as a matter of significance.

As a result, I feel like the buzzword "reactivity" in this game has immense breadth, but is lacking in depth, not because it is bad, but because there has to be so many ways for it to happen and still work: Multiplayer custom party skipping content, singleplayer solo completing everything, companion party stealthing past NPCs to collect only essential plot moments. Consequentially, there is no "vertical" look at the chain reaction of consequences from a single moment; everything must move from one thing to the next in order for the game to continue "playing" and "making sense."

Not knocking the game. Just noting that sometimes it feels stretched.


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