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'The Game Just Fundamentally Undermines Itself': Game Designer Breaks Down 'Baldur's Gate 3's Most Fatal Flaws

‘Baldur’s Gate 3’ can be a fantastic experience and a bad game at the same time.

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  • 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.

  • 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.

  • "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.

  • 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.

  • 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!).

  • As someone who hasn't yet played it but will, and wants to like it, should I read this? Will it point out negative things I might agree with but would never have noticed otherwise?

    • It's not that deep. Here's the two main critiques leveled towards the game in the article.

      • you don't always know the consequences of your actions, and they're not always predictable: a seemingly sensible choice sometimes ends badly, and a seemingly dumb choice could get you a reward
      • you can load a save and redo your things whenever you want, i.e. save-scum

      These are both somewhat obvious just from the structure of the game. Ultimately the conclusion the author is shooting for is that this makes Baldur's Gate 3 a bad game but a good piece of interactive fiction.

      The author uses the mechanics of chess often as sort of an example of the pinnacle of game design which to me is telling. Video Games are much broader than that. Insisting that people should not call the thing you don't like a game but instead "interactive fiction" is pedantry at best, and gatekeeping at worst.

      Sure, if you view the game through the lens of chess you will come away with these flaws. But for example, if you always knew the consequences of every choice the narrative tension would be destroyed. Of course chess has no such concern, so if we're looking at games through that lens then narrative tension is of no value. Ultimately I think this is just a very narrow viewpoint of what games should be.

65 comments