Posted May 31, 2014
Jason_the_Iguana: Well, from a commercial and popular perspective it seems to me Bioware's (and Black Isle's) choices made a lot of sense. These games were very popular and successful and Bioware is -still- making real-time-with-pause games as half their business model. Obsidian Entertainment kickstarted a couple million worth of fans' money who wanted more Baldur's Gate 2. So while a turn based system would have avoided the odd bit of clunky weirdness like you describe, "alienating turn-based fans" seems to have been the least of their problems.
Fair enough; like I said, that's more attributable to my personal preferences with RPGs for reasons that I'm not sure would be relevant to the thread. Jason_the_Iguana: Like I said. I like turn-based games. I'm interested to see what the Numenera Torment game will do with turn-based instead of real-time-with-pause combat. (As close as you're likely to come to being able to pay good money to see someone redo an Infinity game in turn-based mode.) But I'm also looking forward to seeing what Pillars of Eternity will do with BG style combat. Real-time-with-pause is fun to a lot of people, me included.
It honestly seems to me that your main issue with these games is that you don't enjoy the type of gameplay they're trying to offer. Particularly in the case of the older infinity games, if you don't enjoy the combat there's not enough left in terms of story to make for a good game, and the writing is somewhat rough at times, so no wonder you don't like them. But that doesn't make them as flawed or bad as you've made them out to be in this thread. For every poorly-written fed-ex quest there is a well-written and clever sub-quest. For every weird glitch in the combat system there's three challenging set-piece battles against strange and wondrous foes. The size, scope and variety offered by a game like BG2 is rivalled by few modern titles. In the end, for all their rough edges, these games have a great blend of high-fantasy gameplay and story to offer that keeps fans coming back for more after all these years. In my book, that makes them a success.
I might not be wild about the underlying gameplay style, but I could forgive it and get enjoyment out of the game otherwise if the game did well in what it set out to do; a gameplay style might not be up my particular alley, but I can still appreciate how it works in what it set out to do, as I have mentioned (albeit in a somewhat different context). The problem is that IE sets out to be a pseudo-realtime combat engine, but it is riddled with things that get in the way of that goal. The underlying pathfinding isn't very conducive to a lot of characters moving around at the same time or in the frequent tight areas (even with the nodes at the max), the first BG's choice to unpause in the inventory is bafflingly awful gameplay design that results in either not using a lot of the potions the player finds or forcing them to metagame to have them prepared, and the lack of any grid or other distance notations means that you have to guess if you need to move to attack from range (or for that matter whether you are able to aim through a doorway) or what your attack will wind up hurting (which can and will at times result in the squishy mage wandering into death's jaws), just to name a few. It honestly seems to me that your main issue with these games is that you don't enjoy the type of gameplay they're trying to offer. Particularly in the case of the older infinity games, if you don't enjoy the combat there's not enough left in terms of story to make for a good game, and the writing is somewhat rough at times, so no wonder you don't like them. But that doesn't make them as flawed or bad as you've made them out to be in this thread. For every poorly-written fed-ex quest there is a well-written and clever sub-quest. For every weird glitch in the combat system there's three challenging set-piece battles against strange and wondrous foes. The size, scope and variety offered by a game like BG2 is rivalled by few modern titles. In the end, for all their rough edges, these games have a great blend of high-fantasy gameplay and story to offer that keeps fans coming back for more after all these years. In my book, that makes them a success.
Things get even worse when the games try to be about story. PST was the exception by delivering a moving plot that touched on the mutability of human nature, the nature good, evil, and belief in general, true love, sports, mawwiage, and many other things while having characters with interesting arcs and deconstructing some of the more sigh-worthy aspects of bog standard D&D; sure it still used the same awful combat engine, but the combat wasn't as omnipresent as it was in other IE games, and the near total lack of tight areas meant a minimum of pathfinding smegups. BG, on the other hand (1) delivered a plot that was broken on a technical level, (2) was host to a variety of non-characters who received no development or characterization beyond lame catch-phrases, and (3) kept devaluing the story it was supposed to be about by all but forcing the player to engage in sidequests to avoid getting curbstomped for being underleveled and underequipped at the end; this meant it had to rely on the underlying gameplay to save it, which again, was full of problems that got in the way of what it was trying to do.
Post edited May 31, 2014 by Jonesy89