I think people are really over estimating the value of the Divinity Engine.
Remember EA where it was possible to die in that fire surface near Gale's intro point? Remember failing to make the jump before meeting Lae'zel?
These just sound like bugs that were fixed. RPGs are notorious examples of games that often have bugs. See: Skyrim. I remember Dragon Age Origins had a memory leak for about a year or two post launch that was only fixed in its final patch. Which caused loading screens to take 10+ mins to complete.
I'm not a programmer but to me it looks like the devs simply eliminated the problematic barriers and left the terrible pathfinding in place. The didn't improve the pathing, they altered the maps. Which means the toons are not going to like any map not specially designed for them to navigate. Anyone who tries to make a dungeon with this engine going to experience the same frustration EA players did.
This is an assumption which you have no evidence for and are extrapolating a conclusion based upon it.
The Divinity engine operates on an AI grid. Most party based rpgs like this operate on a similar system.
![[Linked Image from docs.larian.game]](https://docs.larian.game/images/thumb/f/fd/AiDynamicWorld.PNG/1200px-AiDynamicWorld.PNG)
What's notable about DOS1/2 is you could actually tweak where these squares were very easily. But that's besides the point as because all of BG1/2's maps were just static bitmaps and you'd need to reinterpret every space differently to make them in 3D. So building maps around the AI grid would happen regardless. This also assumes that pathfinding would suddenly be easier in other engines. Pathfinding is a notoriously difficult thing in any engine and a lot of developers do indeed modify the map as opposed to redesigning the pathfinding code especially if the game is already mostly finished.
Moving toons around in BG3 is a chore and the chain system simply sucks.
The tools haven't released yet. It's entirely possible that Larian has made this system better in their official tools.
If you ignore the superb graphics, companion interactions and voice acting and soley focus on the fundamentals of the BG3 engine we left with something inferior to any of unity engine games
I don't really see this. You'd have to list some examples. As I can find potentially hundreds of examples of Unity shovelware games with awful pathfinding for example.
and indeed the infinity engine games.
The Infinity engine games operated entirely on an XY plane and even then npcs would get stuck in doors or in hallways quite often.
This why no one played the NWN version of BG2.
![[Linked Image from i.imgur.com]](https://i.imgur.com/NyNb9Jd.png)
Almost 400 thousand people is not "no one". I would love to see the reaction of the 12 people who painstakingly worked on this project for years that because they didn't break 1 million downloads their work is now retroactively considered meaningless and bad. The criticisms you're bringing up are largely nitpicks and to then insult the work done is frankly disrespectful. Exceptionally few projects like this get finished, and to call such a notable accomplishment not good enough because it didn't receive a subjective amount of downloads that you personally deem successful is ridiculous. What exactly is a "non inferior engine" and how do you expect a team of 12 people with 0 dollars in budget to make hundreds of thousands of assets on it?
Why make the same game with an inferior engine?
"Make your own AAA quality rpg with thousands of assets, character creation, mocapped animations and game balance"
Gee I'll get right on that
"Hey dev, why does my toon keep walking into lava? What gives"
You're speaking derogatorily about bugs as if they're not something to be fixed but mocked and ridiculed. Baldur's Gate 3 is an enormous game and as I mentioned earlier bugs are common in rpgs.
The NWN "port" of BG1 and BG2 was already silly, dont need another such project.
This. I've played the BG1 module for NWN for about an hour and really didn't see the point of it. While I appreciate the effort and passion put in those projects, I fail to see who is the target audience. Maybe people who never played those games and want to experience the story without having to buy another game, or something like that. But for those who already played, there's nothing fresh, nothing new, no surprises, nothing to look forward to. You're basically playing an arguably worse version of the game. And the same would probably happen in a port to BG3 engine. It would be "cool", but ultimately a futile endeavor.
You can basically make this same argument about any remake. The purpose of a remake is to recontextualize the original in a new context.