Oh to be a kid again. I've tried a dozen or so RPGs since my childhood and I can't get into any. It's hard to sink deep enough into a world when I have responsibilities. As a kid, the Christmas break or summer break was this magical time where I could do this. My hope is that when I retire I can become re acquainted with crpgs
How ‘Baldur’s Gate’ Saved the Computer RPG
171–180 of 201 posts
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#172Would not forget this game ever, first time had to install using 5CDs, endless hours spent discovering this amazing world and story these guys have built. Hands down to Black Isle Studios for BG series, Icewind Dale and Planescape Torment.
They were all great but Planescape Torment was my favourite of the lot. Such a well-written game.
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#173Incidentally, BG1, BG2, & Icewind Dale are available on iOS and play quite well on an iPad pro. Perhaps even better than on a PC, as using the touch screen is easier than moving a mouse around.
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#174Anyone remember Neverwinter Nights? That was my "thing". Also, Lunar 2: Eternal Blue Complete was a high point in my childhood.
It was also very different from modern MMORPGs, since it wasn't massively multiplayer - you had at most 64 players per server, and it also provided for DMs. Thus, you could do the usual MMORPG-type XP grind, or you could participate in DM-managed adventures in parties. Most people did both. Of course, the game engine limits what you can do compared to a true tabletop RPG, but there's still plenty a creative DM can do. And even a simple dungeon raid can have a lot of unexpected twists and turns with a DM.
I recall there were some community-driven things to encourage roleplay, too. E.g. on some servers, all regular players would get an XP reward quota, that they could dole out to other players' characters for good RP interactions.
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#175Earlier quoted context omitted.
Daggerfall was a buggy mess or randomly generated, yet still always the same dungeons. No reason whatsoever to walk in the always-same, never ending landscape. The plot was good, the scale huge. Morrowind fixed all of that - much smaller scale, less generated stuff, excellent plot, few (er) bugs - it was actually possible to finish the game. Landscape with purpose, it was actually interesting to walk and explore.
Admittedly, I've only played Skyrim and a bit of ESO, but I've gotten the impression from Bethesda that their RPGs are always buggy, but, at least with Skryim, the game was so good I was more than willing to forgive them for it. Skyrim remains my favorite single player RPG to date. To respond to the OP, I consider the baldur's gate series to be more of a trend-setter than the other games he listed.
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#176Earlier quoted context omitted.
Morrowind does have more following, but Daggerfall has an extraordinarily staunch user base. 22 years after its release, its Reddit and various forums are pretty active and there is a full remake in Unity getting close to full functionality, with all code recreated from scratch, and people are already creating various mods for it. (obligatory link: https://www.dfworkshop.net/ ). Daggerfall and Morrowind had a quite d…
> You were now "the Chosen One" (in Daggerfall you were just a random person, except for being a friend of the emperor, living their life and trying to make fortune) It should be noted that in Morrowind, that is very much ambiguous. WARNING: MAJOR STORY SPOILERS! The only thing that is really special about your character in Morrowind is that you're born "on a certain day to an uncertain parents", which technically ma…
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#177Earlier quoted context omitted.
The Wikipedia page for Elder Scrolls II [0] indicates that the game world was absolutely massive: > the actual size of the map is 161,600 km² (62,394 mi²). The game world features over 15,000 towns, cities, villages, and dungeons for the player's character to explore. Was that scale part of the magic and fun back then? How varied were the various quests? Did it get repetitive, or was it fun to explore? [0] https://en…
Of course, it was procedurally generated. Later, Arcanum would try to do something similar, at least with a global map. It had premade towns and cities (and nowhere near as many of them, of course); but the landscape between them was done to proper scale, and it was all generated. So, when you reached the outskirts of a town, you could fast travel, or you could just keep walking - and the distance (and time!) you'd h…
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#178Earlier quoted context omitted.
The Fallout series isn't exactly obscure and Fallout 1 in particular is terrible. I got a game over 5 minutes into the game because I walked too far and the arbitrary timer ran out.
"This game is terrible because I got game over after ignoring the primary quest" is not a good reason to hate a game...
I remember loving the original Fallout, until it basically said “you didn’t find the water chip in time! Goodbye!”
Exactly the same story with Commandos 2 vs Commandos 3.
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#179Game experience is so much more than cutting edge graphics. From the many games I played in high-school, this one remembered as particularly charming (literally). I listened to the soundtrack on youtube recently. Beautiful. Maybe a good game for retirement as-well. EDIT: I wonder if I am the only one noticed the Beholders' cave shape is a perfect Nazi swastika
Re: How ‘Baldur’s Gate’ Saved the Computer RPG
#180I remember Baldurs gate, sure. But i dont recall Baldurs gate being anywhere near as important to the survival of Computer RPG's than Diablo, and more importantly Diablo II. If i'm not mistaken DII had macintosh support out-of-box, and is still played to this day on battle.net