this post was submitted on 17 Sep 2023
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‘Baldur’s Gate 3’ can be a fantastic experience and a bad game at the same time.

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[–] [email protected] 78 points 1 year ago (3 children)

I really don't want to use this comment to shame people for getting their start in game design.

But it's really weird to me to see a semi-major internet publication like this highlight comments from a guy with a youtube channel that has 508 subscribers and who has only been a professional game designer for 2 years as head of an indie studio, according to his LinkedIn. Sure, anybody can teach game design and even teach it well. You don't have to be the next John Carmack to do it properly, but it's weird that this guy was highlighted for an article in this way.

Also his first game with the indie studio is some sort of indie MMORPG that's a parody of RuneScape.

[–] [email protected] 12 points 1 year ago

Outlets these days are more than happy to signal boost random controversial statements for clicks. Every time I see something that says "receiving hundreds of likes on Twitter"... that's nothing. That's practically nothing.

[–] [email protected] 8 points 1 year ago

Not gonna lie, this was exactly the first thing I looked up, though I changed my mind in posting because it seemed to be a bad faith article in general. But yes, if you're going to have a person stand by their professionalism and experience, especially when making such harsh criticism over a highly rated game while demanding more media literacy, I think have someone that actual has relevant professional experience would make it far less eye-rolling to read.

[–] [email protected] 50 points 1 year ago (7 children)

I've played through all 3 acts. Obviously in no way have done everything, but I never ran into a situation where your character would get killed for a bad dialogue choice. The "Volo's eye" event referenced is for sure an example of the telegraphed outcome being the opposite of what actually goes down, but I really can't think of another time that happens. Even that choice did not end in death. Some options end in tough fights, and maybe fights above your level, but I was never surprised by them.

Bringing up save scumming is an odd criticism for a CRPG. That has been a long running discussion, but you can choose not to do it if you don't like it. It doesn't mean it is bad game design to include saving whenever you want.

[–] [email protected] 35 points 1 year ago (3 children)

I've absolutely died as a result of bad dialogue choices but that's just role playing; sometimes something you might choose to do can only logically result in your death and I, for one, am happy to be given that choice. I've straight up deleted a character profile with lots of progress because there was no in-character way not to do the thing that would kill me in dialogue. That game over is just that character's canonical ending as far as I'm concerned. He couldn't not shit-talk that god, that god couldn't not erase him from existence out of spite. If the game had not provided me with an option to shit-talk the god, I would have been annoyed that none of the dialogue options were true to my character.

[–] [email protected] 20 points 1 year ago (1 children)

Shit-talking the god was worth the price of admission, too.

[–] [email protected] 15 points 1 year ago (1 children)

Yeah, I saw it coming and did not regret that death. I earned it, but it was completely worth it.

[–] [email protected] 9 points 1 year ago

lol, that sounds awesome. I did not encounter that particular dialogue option that I am aware of.

[–] [email protected] 7 points 1 year ago

That's so serious, jesus

[–] [email protected] 17 points 1 year ago* (last edited 1 year ago) (1 children)

a situation where your character would get killed for a bad dialogue choice.

I think this is a ridiculous thing to criticize too. Dialogue is important in a game like this and it has (sometimes lethal) consequences.

Imagine if this argument were applied to combat. It turns out that it is impossible to beat some encounters by role-playing a loner wizard who refuses to cast spells. Nobody in their right mind would actually believe that is a valid criticism.

[–] [email protected] 14 points 1 year ago (4 children)

Yeah, ultimately this article reads as if it is questioning the quality of a work on the basis of how the audience engages (or doesn't engage) with it. Ultimately there is one case where the character dies due to a bad dialogue choice, and that response is very clearly a joke one for if you're not roleplaying.

I dunno, it just seems as if the article is clickbait, and if this game dev would prefer playing a game 90% ludonarrative dissonance and 10% no meaningful player choice.

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[–] [email protected] 6 points 1 year ago

I have died twice due to dialog choices. Once Lae'zel killed me in camp & once I turned into a mind flayer under the Absolute, thus ending my journey.

[–] [email protected] 6 points 1 year ago (1 children)

Exactly. I literally don't understand why people even care about save scumming (and the name is ridiculous to me too lol). It's like my favorite part of the game. I love being able to relax and know I can mess around without completely fucking my game over. I get to explore everything to the fullest. If someone wants to be a hard ass about it, they can just...not reload?

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[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (7 children)

I know of three instant game end dialogue options. One with Astarion, one with Volo, and one in the House of Hope. I think there might be a few more as well.

There's also one with Mystra I think.

[–] [email protected] 2 points 1 year ago (2 children)

There's also one in the githyanki creche. If you aren't nice to >!Vlaakith, she casts wish on you and kills your entire party instantly!<

[–] [email protected] 2 points 1 year ago

There's also one at the end of act 2, if you have Gale with you.

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[–] [email protected] 2 points 1 year ago (3 children)

There's one dialogue in the Githyanki creche where your entire party is instantly killed if you choose the "wrong" option. There's nothing to indicate that the choice will lead to that outcome. I'm not aware of any other dialogues like that, however.

[–] [email protected] 5 points 1 year ago

I mean, it’s pretty obvious from context, given who you were talking to, that sassing them was not gonna go well for you.

It was totally worth that TPK, tho.

[–] [email protected] 3 points 1 year ago

She's ultra authoritarian, for you to reach that dialogue option she knows you have something she desires, and she is a literal god while you are not even lvl 15, god killing is lvl 20 stuff, not 12 which is the cap, of course that she will kill you and grab what's theirs instead of letting you go, wtf?

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[–] [email protected] 48 points 1 year ago* (last edited 1 year ago)

I read this as someone being real mad that the game is chaotic, and it's like, that's the best part about the game to me? There's no ACTUAL DM, so the next best thing is what in my mind I'm calling the "death loop" system, just being able to go back and load a different save. At a game table the DM would, within reason, find a way to work with PCs being ridiculous; since it's not possible to truly replicate that, the game just embeds chaos in the decision trees instead. That's literally what makes it so fun. Most of the time the game is telegraphing what the real dumbass choices are, but I like how it's not always immediately obvious. It keeps me on my toes. And sometimes I just save before choosing the stupidest option simply because I want to watch that shit play out.

I just feel like they've fundamentally misunderstood the point here.

[–] [email protected] 40 points 1 year ago* (last edited 1 year ago) (1 children)

Most of us over at [email protected] seem to agree that the author is either trolling or picked the wrong dump stat for an aspiring game critic.

I wrote a more detailed response over there.

[–] [email protected] 15 points 1 year ago (3 children)

This is such a absurd statement I'm inclined to agree about the trolling.

Maybe you love the characters, maybe you love the world, or maybe you love the character creator. That’s all well and good, but the fact of the matter is that all of those things—and a good many other aspects that Baldur’s Gate 3 has been praised for—are poor measurements of evaluating a game. If these subjectivities were the most important aspects of games, then we could say that chess or soccer are bad games. And I don’t think I need to explain how absurd that statement would be.

[–] [email protected] 12 points 1 year ago (1 children)

To be fair, soccer is a terrible RPG.

[–] [email protected] 2 points 1 year ago

Depends how much you like to RP in football manager I guess.

[–] [email protected] 11 points 1 year ago (3 children)

I mean, what does he think makes a good game, if not sorry, characters, and world? Must a game only be evaluated by it's rules and systems? Then guess what, BG3 is built on DND 5e, arguably the most successful RPG system of all time. What even is his complaint?

[–] [email protected] 8 points 1 year ago

It sounds like his teacher thinks games should be evaluated for their development of tension and consistent messaging. It sounds like they would penalize a game for having a story with twists and surprises, because those either break messaging consistency or deflate tension. And, of course, quicksaves are evil.

I can kind of see where they're coming from, but it feels like a very academic, navel-gazing place, akin to pretentious art critics talking about color, composition, and allusion to past masters, or a film critic talking about Dutch angles and long takes. Things that may contribute to the artistic quality and even the enjoyment of a piece, but are not components that us rubes actively look for. The fact they try to lump BG3, soccer, and chess all together under one system of evaluation tells me that they're going to use some really bizarre criteria.

[–] [email protected] 4 points 1 year ago (1 children)

I agree with them that it isn't an objective measure of quality, but who rates any form of art or entertainment by objective measures only? The whole point of them is to be subjective.

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (5 children)

Gaming media has a difficult time differentiating their thoughts on games as a consumer product and games as art. For the former, it's useful to have objective measures. For the latter, subjective.

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[–] [email protected] 3 points 1 year ago

I can feel the saliva-moistened Cheeto crumbs being sprayed into my face.

[–] [email protected] 28 points 1 year ago* (last edited 1 year ago)

"As soon as I saw what my instructor had to say"...

Uh... Huh... okay then. The writer might be a little close to this piece.

[–] [email protected] 22 points 1 year ago (1 children)

If those are the most fatal flaws... well I guess it's pretty much perfect then?

[–] [email protected] 8 points 1 year ago

Most games should be so lucky.

[–] [email protected] 16 points 1 year ago

This is one of the worst articles I've ever read lol. Not to mention these are all just variations of "I didn't like the writing".

But, as a game design student and hobbyist (...)

That's their credentials? Oh no...

[–] [email protected] 9 points 1 year ago

Whether you agree with the critique or not objectively the writing of this piece is godawful.

[–] [email protected] 6 points 1 year ago

This is an interesting piece. It reminds me of the quote "The reason reality is often stranger than fiction is that fiction has to make sense or it wouldn't be considered realistic."

The designer's concern that the game doesn't consistently give you all the information to inform consistent expectations from the game world is more of a stylistic decision than an objective flaw I think. One of the core appeals of dnd is that it's impossible to always know what to expect even down to random dice rolls. The game part is very important in dnd, but the roleplaying and emergent narrative are also very important.

If the player is taking it seriously and not save scumming, they are probably not going to have a perfect run and that's by design. What they will have is a relatively unique game experience with its own mix of successes, failures, and discoveries. If they want to be a murderhobo or munchkin they can and since it's one-player no one is going to mind. The game can flex into a tactical rpg or a relatively pure story experience as dnd can, but is not going to be the same experience as a chess game or a novel.

[–] [email protected] 6 points 1 year ago* (last edited 1 year ago)

Hmm... I think we're dogging on the author a bit much here. Don't get me wrong, they're clearly swimming in philosophical water that's a bit too deep for themselves, but sometimes you've gotta be clumsy in order to explore topics at the edge of theory.

Let's dial things up a notch and bring Undertale (the Dark Souls of -- nevermind) into the discussion. What does it have to say about branching pathways, tonal consistency, and savescum? It says: I was made for you, please enjoy me.

The game adapts to the audience -- you, that is. You are weird and hard to please, so the game needs to be flexible without feeling compromised. If you want to leave hidden depths unexplored, the game abides. If you want to vivisect every last detail, the game changes to fit your desire.

It's alchemy, of course; both magical and unobtainable, so the author isn't strictly wrong to accuse Baldur's Gate of falling short. It's true: sometimes a gap in the curtains opens up and the illusion is spoilt. With that being said, I think what's missing is the logical conclusion to the criticism: universality -- despite being unobtainable -- is still worth striving for. To be universal is to distill humanity itself, as great and terrible and impossible as that may be (and here you thought I was joking with that Dark Souls jab!).

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