IntroductionPatch 9 shows real promise. As many longtime complaints get addressed, Baldur's Gate 3 is more streamlined and overall more enjoyable.
Some issues still stand, though, and time grows short to fix them. We haven't had word of what features are locked in, though Swen mentioned only tweaks could be made at this point. It's a fair bet that Larian will remain true to their design philosophy: If it's fun to do, it stays in, consequences be damned. That's fine, if not entirely my jam. In the end, these things are subjective... with one exception.
Baldur's Gate 3 messes with my sense of space and time in a way that is surely universal. Everyone knows, truly
knows in their bones and inner-ear, that time and space are continuous. I don't understand why BG3 breaks the illusion so often.
SpaceThere are two major spatial discontinuities: the z axis and camp.
Z AxisThe problem lies in the fact that the world is functionally in 2.5 dimensions; each map is a series of 2D planes at various z levels connected by ladders or stairs. I'm not sure why it works this way because the engine is clearly 3D (hence bridges and sloping terrain), but I suppose the illusion of the up-down dimension works well enough most of the time, except in two important ways.
3D spellsThe first are spells or effects which should manifest as 3D shapes but are only 2D projections on a plane. If the 3D shape encompasses several levels, the 2D projection is often applied incorrectly, which breaks the illusion of the third dimension. Let's file this one under bugs and hope that v1.0 can properly calculate impact areas on all affected z-levels.
FlightThe second is flight. Because characters can't end their turn on anything other than a surface, flight amounts to long jumping. What's worse, the visible flight path often winds oddly through clear air, which makes it painfully obvious that the world is just an amalgamation of vertices. Flight being a fairly primal fantasy, I hope it gets realized in a more satisfying manner.
Proposed tweaksI think spells just need the once over, but I have two suggestions for flight.
The first one is a tweak: Whatever the real flight path may be, please make it look like flyers can actually travel in any direction in the air. Interpolating a clean flight path from beggining to end seems doable.
The second is more ambitious and probably requires an automated process: If the engine won't let characters travel to anything but a surface, you could create an invisible layer above the map which only flyers could access.
CampI always find going to camp disorienting. It's both nowhere and everywhere, and in many situations the minicamps don't make sense.
Main campThe main camp's location is lampshaded early on with the line "This is as good a place as any to make camp". Sure, so the game doesn't want us to think about it too hard. Fair enough, it's just a game mechanic. Another convenience: Everyone else knows where to find you, like it's Faerun's premier hangout spot. I wouldn't mind it if it weren't for one conversation with Volo:
Tav: "How did you find this place?"
Volo: "Ah, but it's my job to find things!"
Two implications: First, this place is supposed to be a secret somehow. Second, and more important, this place is supposed to
be somewhere. You can't have it both ways; camp's location can't both be metophorical and the focus of rational thinking. Trying to bridge that gap only brings into sharp relief how fake the world is.
MinicampsMinicamps underline this problem, particularly in hostile environments. It always feels odd to me to enter a scary place with the knowledge that there's a safe nook somewhere that only my friends and I can see. Also, why does the party drag corpses around from minicamp to minicamp?
ConjectureHundreds of hours into BG3, here's how I've made sense of camp: The party are aliens posing as locals and camp is their spaceship, cloaked to blend into the environment where it's parked. Every night, they teleport back; they can also teleport guests. Tav is surprised to see Volo there because he's the only person to have found the spaceship without their help. Only explanation.
Proposed tweaksSmall tweak: have a marker on the map to materialize at least an entrace to the camp/minicamp. It would be a door, or a gap between vines, or a crack in a wall that leads from the main map to the camp/minicamp. Nothing else actually needs to change (you'd still teleport to that camp to end the day and reappear where you were next morning), but it would lend that little bit of cohesiveness to the world. Also, this doesn't need to exist in every basement for the basement minicamp, for example. But it would help a lot in the Underdark, the goblin temple and Grymforge.
Big tweak: If this is a real place in the world, it can't have a forcefield that keeps baddies away. (Or was the Volo dialogue supposed to lampshade that?) Combat can occur in camp, and it probably should do so more often, especially in scary places. That seems like a lot of work to get done from scratch, though, so something like that is either in the works or not happening at all.
TimeThe way time flows in BG3 is a little baffling. Let's break it down into combat and story.
CombatMost of combat is turn based, except for surfaces which expire in real time. Like surfaces, the rest of the world doesn't stop for combat, which means both teams can add extra players to the field after combat has started. This has been discussed to death on the forum; all in all it's a discontinuity I can tolerate.
Proposed tweaksSurfaces need fixing so that their time counter drops by six seconds every round. The current implementation is nonsensical.
StoryThis is where the illusion of continuum is stretched to its thinnest. Narratively, time is incremental: The only thing that changes the state of the world is the player's actions. Unless spoken to by Tav, NPCs will stand in place and bark the same lines over and over and over and over. Unless Tav rests or accomplishes a quest objective, the world is in a holding pattern. Tav commands the sun itself to rise and set, though a handful of NPCs use the cover of night to be proactive.
It wouldn't matter in a setting trying to be less realistic, but this falls into uncanny valley territory, making NPCs feel like actors at a renaissance fair rather than actual people. I applaud any effort to buck that trend, such as little scenes that occur as Tav passes by, but I've a feeling that the fully animated dialogue means that NPCs really do need to stand in place. I don't know if tweaks can fix this, but let's give it a shot and hope that secret systems are in the works (*wink* day/night cycle *wink*).
Proposed tweaksNPCs need to seriously stop repeating lines. I know it makes for a vibrant soundscape from a distance, but it underlines in quite an annoying way how time stands still. The ogre will
never find that chicken. No need to remind me over and over and over and over.
Most surfaces expire in real time, except for blood, which I believe requires a day or two to clear. That's weird. It could be a longer timer than fire, maybe an hour as opposed to 10 minutes, but it should probably dry out in real time.
Waukeen's Rest's fire needs to go out. I'm guessing the burnt inn assets are being worked on; if they're not, paint it black, remove the furniture and move on.
Some kind of a weather system would help differentiate consecutive days. The perma-noon light is slightly off-putting. Honestly, I think you could get way with a gray shader for overcast days and the sound of wind or something simple like that.
Kind of a non-sequitur, but I hope non lethal attacks get improved so that the game recognizes your victims aren't dead. Why not just advance their story the next day, or better yet let us revive them?
ConclusionI think Baldur's Gate 3 will be a fine game. I've played enough to know what ruleset to impose on myself for fun (with any luck, something close to it will be an option in v1.0) and I'm looking forward to the sense of wonder and discovery of a first playthrough. However, the way it represents time and space seems to be at odds with the way people perceive the world. That alone could be enough to keep BG3 from greatness.