This concerns the "Gimme back BG" spreadsheet.

Generally I have the feeling that when reviewing points of the list, the point of view in the "comments" section of the sheet is that cold mechanics are all that make a game, not counting for choices in design and feeling. I don't think this holds up to reality in many points. Also it seems to me that the comment logic is often "can we bring it back to BG2?" where an obvious no colors something red, rather than discussing or refining thoughts.

Specifically,I don't get following points being red on the list:

18) I think this point is phrased in a way where the emphasis is on an item being from DoS, rather than not being true to D&D rules - the golden pantaloons in BG2 have nothing to do with it. The problem is the similarity to DoS more than any change from BG2. So it seems rather yellow to me.

19) This rather seems to adress a bug than a general game mechanic. The change would be: fix bugs. So green?

22) and 23) concerning UI design choices - why would that automatically color them red? All discussion off?

24) Talking about being constructive - the "need to point this out" is simply because it's there, needs change and used to be different. Also: maybe at least yellow?

25) The devil is in the details. This gives games a distinct feel, many small details in sum become game defining. At least yellow.

28) Why in the Nine Hells is this commented on as being "a separate topic"? Yellow. Is this not the list to define and nail down things big and small that made BG2 great or at least gave it a distinct feel?
In this case, preparing a spell meant you had to take a specific action in game, that passed time and was not always possible to be able to use some spell. Being able to do so without even a symbolic action could be better design, or it makes decision making lackluster. At any rate, this smells of Yellow.

32) Again, why is this not yellow? It reads as if "Well, BG2 was balanced poorly, so let's not even discuss this". Obviously the point was made because something felt better in BG2 than in BG3 now in terms of using or even abusing items. So why not

I could go on and on, but I guess I should return to my general statement in the beginning:
The devil is in the details. Design and feeling are important, not only cold game mechanics - players interacting with mechanics make the full gaming experience. All abuse and cheese can not be exterminated - but there are such things as artistic cohesion. Cheesing with BARRELS feels more wrong than cheesing with mage spells in BG2. I know those things are very subjective, but then again, I think there is a way of discussing finer points without drifting of to discussions of taste.

EDIT: Also point 39 is about the mechanic in post Throne of Bhaal BG2 where pressing ALT would highlight items and containers rather than just giving us a little textbox without showing WHERE something is in BG3

Last edited by Atama; 01/11/20 07:10 PM. Reason: Typos and syntax