Originally Posted by Taril
You're the one talking about narrative outcomes... When you reference those places in Pillars vs Goblin Camp...

Fort Deadlight offers many interactions. Entering the place under the guise of being a pirate, or going in guns blazing, or sneaking in. Then when you are in there, you can manipulate things to sneak in and kill the captain, you can lure him to the docks by messing with stuff to then kill him, you can sabotage his chair in the main hall, you can poison his drink in the main hall, you can talk to him and join him instead of killing him...

Compared to the Idol where you can steal the idol successfully... You can steal the idol and kill all the angry druids... Or you can ignore the idol...
One last try as this is a good comparison. You are simplifying things to an extreme to have a point. You are again referring to narrative outcomes (you can stealth through, fight through, talk through) not the complexity of systems that get you there, nor how liberally they can or can’t be applied. Sneaking in Deadfire is far less complex and far less interactive than in BG3 (enter enemy vasinity, bucket fills up, when bucket fills up are are seen - that’s less complex than a line of sight, with different lighting conditions, environment that can be manipulated to modify lines of sight and lighting condition, distractions you can plant, invisibility, free 3S movement across the levels including jumping and flying etc, ability to re-stealth, ability to enter and leave combat and more). There are very few ways you can navigate through a Deadfire levels, there are a lot of systems and interactions you can use to sneak through BG3 level. I haven’t seen much emergent gameplay in Deadfire (things devs didn’t intend players to do) while BG3 is full of this stuff. A lot of narrative bits can be triggered from different angles, in different positions in different set ups - that created a need for more testing and more fixing. That is the complexity I was referring to.

And yes, Fallouts and Arcanum would be closest games to BG3 that I can think of, but they are still less complex (again, compare robustness of individual systems) and buggy (at least arcanum).

It’s been a while but I think I replied to: “aghr, why is BG3 buggy, and why new problems pop up”. The answer still stands: it’s a complex game, with a lot of interacting systems and content. Games that you bring that are comparable to just one aspect of BG3 are were also buggy.

Still, I hope that Larian will squash as many bugs before moving on as possible.