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Replaying Baldur's Gate

DemonKing

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I thought BG was pretty damn nifty on release - the only things at the time I could criticise were the pathfinding, the slow movement rate of the party and the lack of inventory space/containers, all of which were addressed in future versions of the engine. I enjoyed the RT with pause combat system - it was fast, visceral and did actually allow the use of tactics with web spells, stinking clouds etc.

It really captured the spirit of D&D on the computer and the top production values for graphics, SFX and VO (with some exceptions I thought the Voice Acting was pretty decent - and certainly no worse than the Starcraft/Warcraft VO of the time that most people thought was top notch).

Also little touches like the Girdle of Feminimity/Masculinity and iconic D&D magic items like the Gauntlets of Ogre Power (not to mention the detailed item illustrations and descriptions) and so on really added to the overall experience, particularly if you were a hard-core D&D fan.
 

Kuato

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Section8 said:
Anyway, to get back to the original concept behind this thread, it seems that nearly everyone seems to be of the opinion that Baldur's Gate in its vanilla form is ultimately a frustrating and mediocre gaming experience. So why did everyone rush out to buy the sequel and spinoffs? I don't know many people who rushed out to get Black & White 2.

they slapped that really bad ass dark elf character Drizzt Do'urden in game it thats really the only reason why people bought it:)
 

Crichton

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Baldur's gate pretty much had nothing at all original to it.

That argument is pretty weak. The Ultima games were far superior and it basically ripped them off in basic style and mangled it all badly. Realtime combat, good models. and character interactiona re nothing new. The game world was actually much, much larger and more seamless in U7 than in BG. As for gameworld, that is one way BG II took a step backwards - less free exploration, more missionlike maps. It's not so much it doesn't compare well to other infinity games, it just doesn't compare that well to any game. If it were a true classic, then even years later it would still be great to play, but it isn't so it's not.

My experience with the later ultimas is limited, but after they went real-time, instead of the full-control with pausing that allows for tactical combination (like the IE or Freedom Force games), ultima VII had the same garbage -micromanage one charecter while Bobo the AI script runs around in circles with the rest of them- combat that NWN, fallout and arcanum did.

The prodution values in terms of graphics, dolly-dress-up avatars, sound etc were also very poor and hence unworkable for the masses.

Ultima VII was certainly a much better exploration game, but it's bizzare, otherworldly, high-falutin' storyline made BG2 look like Road to Perdition.

If you survey 1000 gamers that enjoy going back and playing old games, I'd say BG would beat U7 about 999 to 1, there's just no comparison. The Dark Sun games are legitimate comparison points for BG (and I like the first one better than BG), but the later Ultima games are just zelda games with a bunch of scientology and EA metaphors thrown in, it's not a matter of age, it's a matter of quality.
 

bryce777

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Crichton said:
Baldur's gate pretty much had nothing at all original to it.

That argument is pretty weak. The Ultima games were far superior and it basically ripped them off in basic style and mangled it all badly. Realtime combat, good models. and character interactiona re nothing new. The game world was actually much, much larger and more seamless in U7 than in BG. As for gameworld, that is one way BG II took a step backwards - less free exploration, more missionlike maps. It's not so much it doesn't compare well to other infinity games, it just doesn't compare that well to any game. If it were a true classic, then even years later it would still be great to play, but it isn't so it's not.

My experience with the later ultimas is limited, but after they went real-time, instead of the full-control with pausing that allows for tactical combination (like the IE or Freedom Force games), ultima VII had the same garbage -micromanage one charecter while Bobo the AI script runs around in circles with the rest of them- combat that NWN, fallout and arcanum did.

The prodution values in terms of graphics, dolly-dress-up avatars, sound etc were also very poor and hence unworkable for the masses.

Ultima VII was certainly a much better exploration game, but it's bizzare, otherworldly, high-falutin' storyline made BG2 look like Road to Perdition.

If you survey 1000 gamers that enjoy going back and playing old games, I'd say BG would beat U7 about 999 to 1, there's just no comparison. The Dark Sun games are legitimate comparison points for BG (and I like the first one better than BG), but the later Ultima games are just zelda games with a bunch of scientology and EA metaphors thrown in, it's not a matter of age, it's a matter of quality.

Well, it is very difficult to go back and play ultima again at this point. A lot of gamers don't even remember it or never played it. Amongst people who actually played it, it is VERY obviously more highly regarded, if you have been around any length of time as a gamer. The excitement over it was astounding for years. BG is just typical of any halfway successful game that comes out. I hear tons of people criticize BG, but very few U7 and the complaints are usually just idiotic ones.

As for production values, you are out of your fucking mind, assuming you actually played it. U7 had bleeding edge technology and production values for its time, and when running on a machine of the time, it beats BG hands down in term of the artistic quality...origin was the BEST, period - they had fallout beat artistically years before it came out with crusader, and did the same to BG (Which come on, honestly, you can't believe has very good artwork) with the ultima series. The voiceovers were amazing as well. hell, the introduction amazed me when it came out. Nothing had ever been done like that before, ever. I am not sure anything has since, either. Certainly nothing has sucked me in like that from second one.

The 'world' in BG is just hoky and video gamy - characters just stand in place til you find them, and monsters appear out of thin air, often from ground you just covered 20 seconds ago. In U7, monsters spawn much more realistically and there is a random element to it. The area to explore is simply huge, too.

The combat was simpler, but it had a simpler system; realtime and DnD just don't go together because it's just too complex. It is just munchkinny and plays nothing like a 'normal' game would. People who like it may as well just go for oblivion style arcade combat - that is better, really, than an awful hybrid.

The story is a very subjective thing, but I can't see how anyone could feel anything but a hohum over BG's story. The best thing about it was the character interaction, and that was nothing compared to in BG II let alone planescape torment. If you like rpgs and you didn't get chills down your spine at at least a few places in U&, you don't have a soul.

Since you didn't seemingly play U7, this is a pretty stupid thing for you to comment too much on, but even with just basic exposure to it you would change your tune, most likely.

The paper doll and the inventory are very suspiciously like U7's, btw. Lots of games use similar things, but they are placed in almost the exact same locations. Except of course you have more space in ultima 7.
 

Section8

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How do you figure? The dialog was very limited in JA2, that's not even taking dialog trees into account.

It certainly wasn't a focal point of the game, but functionally, it was superior. With a high Leadership skill, you can persuade various parties and negotiate your way into and out of a few situations. The "Friendly/Direct/Threatening" approach was simple, but better than Baldur's Gate typical three branch dialogue "trees" that all seem to inevitably lead to the same thing.

In Baldur's Gate, I'm playing as a paladin, with ridiculously high charisma, and I haven't managed to make a single worthwhile dialogue choice. Affirmative/Negative seems to be the limit, and even then it rarely makes any difference, because regardless of what you say, a character will either try to kill you, or say their piece and then despawn.

So the actual choice and consequence of BG dialog seems not existent, and that's something I consider pretty essential to an RPG.

Taking the dialogue outside of any kind of gameplay context, it falls flat on the actual writing front. The general formula seems to be "Waffle, insert inane attempt at piss-poor humour, reveal foreshadowing info for journal."

Some idjit dwarf said:
u here laugh at dwarf cuz lose boots in <location>? har har lolz, i bet u thnik dwarf so stoopid for losing tehg boots, k?
Some miner said:
Oh noes! dogzz in mines and iron bad
Some fuckwit said:
gotta run hot feets, i msn to nashkel, t3h iron is fux0red!
I said:
lolz, kid you cat gotz hax0r by t3h rivar!
Worst pickpocket ever said:
<lore> lukout! is teh drzzzzzzz! <thevz> (You have lost 15 gold)
Fatty fat fat fatty fatty fat fat said:
Har I r pubic relation for soljas! rely! don't be a hata
and my favourite:
Level [b:7d5iawqw]1[/b] wizard said:
Make sure you look in the chest, my most prized possession, a +3! sword is in there.

NB: NPCs may not be quite so literacidal, but the constant attempts at clumsy humour just seem so jejune. It makes Canada's other great export "You Can't Do That On Television" seem positively sophisticated by comparison.

Quests? There weren't that many in JA or JA2, the only way to get xp is by killing things, which again says something about its orientation.

Well, Jagged Alliance 2's "quests" were mostly transparent, and seamlessly integrated for the most part. Rather than talk to a NPC listening post and saying, "Sure I do that, give reward plz", there was actually a bit of subtlety. A helicopter would be fucking handy, but there's no pilot. So, you go and find him (without being explicitly told, go here, do this). But it doesn't end there. There are also SAM sites that most be controlled and guarded in order to control the airspace. All of the goals and sub-goals of Jagged Alliance 2 could rightfully be deemed "quests", since they have objectives and rewards, they just aren't served up in such an obvious way.

Aside from player-defined goals and the rewards associated with them, there are also a few more traditional "NPC needs players help for <X>" quests too. Most of which offer some interesting rewards and gameplay effects.

On the topic of experience, it's actually refreshing that experience levels are generally undesirable to the player, since I've never been able to discern any real effect beyond mercs costing more. Progression is mostly achieved through items and equipment, but there are also strategic rewards throughout the game, such as air power, vehicles, a hospital, a shooting range, merchants, etc.

The way JA2 played was nice though, you weren't really forced to do anything, you could hire noob mercs and then roll straight for the capital, albeit being quite suicidal, it was still possible.

Yep, it was pretty superb in that respect. There was also a great deal of strategy involved beyond the tactical encounters. Which introduces more interesting choices, most of which are shades of grey, rather than black and white.

But what makes it more of an RPG than BG?

Well, first of all, the choice and consequence. The overarching strategy could be approached in many different ways, and for me, it was largely determined by character build and squad composition. Playing as a stealthy night-ops character played very differently to playing a damage soaking brute. A lack of adequate medical training made the hospital a pretty inviting target. The fact that various mercs had relationships both good and bad, and attitudes toward various player character personalities made choices in that regard interesting.

Which brings me to the next point, and that is the characters. In a game where the combat is almost entirely firearms based, with no magical elements, JA2 did admirably when it came to uniquely defining character traits. It can't possibly have as much distinction as a fantasy world with melee, ranged combat and magic, but from a functional viewpoint, a whole swag of different squad combinations and tactics could be employed.

And then there's the actual characterisation. While JA2 certainly had its fair share of barely humourous novelty characters, it also managed to add a great deal more depth than the very one dimensional BG NPCs and party members.

BGs characters were basically defined by a single aspect of their personality:
  • Khalid is cowardly, so everything he does or says must be cowardly!
  • Jaheira is an icy bitch, so everything she does or says must be both icy and bitchy, but never just icy, or just bitchy. That's entirely too much dimension for the player to handle.
  • Minsc has a hamster, so everything he does or says must reference the hamster in some way.
  • Imoen is like a bubbly anime girl, so everything she does must be happy and bubbly
  • Etc.

In fact, the only character that has surprised me in some way has been Xzar, who goes from being the poncy pantomime villain, to crying like a little girl whenever he gets hit. He also surprised me by demanding a couple of times that the party go to Nashkel with all haste, and once there, he had no interest in anyone or anything there.

Functionally, they were pretty broken. My paladin is in a party with two Evil characters, and the most they do is bitch about my good deeds. Likewise, the full control over the party allows me to do things contrary to character nature. I can tell Khalid or Jaheira to kill innocents, which they'll gladly do, and then bitch about their own actions.

Jagged Alliance handles rivalries, friendships, tragedy and loss a good deal better, and it does so with tact and subtlety. Ron and Charlene Higgens are husband and wife, but will act like consumate professionals and rarely make reference of it except under dire circumstances, some mercs will flat out refuse to work with others, some will take time to grow weary of another's personality, certain acts will lead mercs to abandon your cause, demand higher pay, or even attack fellow mercs.*

While there weren't many methods of exposition during the game, aside from subtle actions and reactions accord to hidden traits and character nature, the character creation in Jagged Alliance 2 strengthened the sense of empathy with my alter ego. In Baldur's Gate, I was just the guy at the front of the formation, and hence about a 50% chance of actually pathing correctly.

When it came to the game world, Jagged Alliance was very dynamic and reactive. I had a clear purpose, the tools to achieve my goals, and a game world that changed dramatically with the course of my actions. Baldur's Gate was a series of static bitmaps, scripted encounters and poorly balanced random elements.

Finally, Jagged Alliance 2 rarely imposed itself on the player for the sake of narrative. You made your own story and path through significant events, rather than the forcefed horeshit that Baldur's Gate served up, complete with painfully slow scrolling text. I might have been inclined to pay attention if I could read at a rate befitting anyone above a 2nd grade reading level. As it was, it just felt fucking patronised whenever I was forced into a chapter narration or dream description.

Anyway, that's why I consider Jagged Alliance 2 to be a better RPG, even though it doesn't try to be. I could create an individual alter ego who could interact meaningful with the inhabitants of the game world, drastically change its dynamics, and a broad set of peripheral characters with depth and variation. It had a non-linear approach to progress, but still managed to maintain a steady difficulty curve, and character progression through items, vehicles, facilities and well handled skill progression.

Baldur's Gate on the other hand had a fairly shallow representation of not only my character, but those around me, a mostly static game world, insipid and one-dimensional characters across the board and high quantities of low quality dialogue, most of which was fluff or utter nonsense. Character progression and development is quite limited, story progression is inflicted upon the player, and most of all, the aspects I care about personally, such as role-playing aspects, fall flat, even when compared to a game that is more squad tactics than RPG.

I enjoyed the RT with pause combat system - it was fast, visceral and did actually allow the use of tactics with web spells, stinking clouds etc.

Which can also be done in the turn based system the whole game bastardises, except for maybe the fast bit. But fast is irrelevant when you're savouring and enjoying something. I'm going to compare good TB combat to sex. On the internet. Among my peers, who like me, probably depend on sympathy roots and pornography to get by. ;)

It really captured the spirit of D&D on the computer and the top production values for graphics, SFX and VO (with some exceptions I thought the Voice Acting was pretty decent - and certainly no worse than the Starcraft/Warcraft VO of the time that most people thought was top notch).

I never really got that with Starcraft and Warcraft. I guess technically, the acting was good, but nearly every single line was homage (read: plagiarism) of various popular sources. From that Caveman movie with Ringo Starr and Barbara Bach to The Simpsons, I don't believe a single line of VO wasn't just direct imitation of another source. It was almost worse than Duke "Can I say 'Shop Smart. Shop S Mart' or will that get us sued" Nukem.

* It should be noted that one of my favourite characters, infuriating though he was, was Mickey, the fucking salesman in the original Jagged Alliance, passing off dodgy deals, extorting more money than his stock was worth, sneakily trading shabby goods and whatever else. It would be great to see an RPG actually making merchants more than just trading posts with fixed prices and skill multipliers.
 

bryce777

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I can remember several times thinking "Mickey, you fucking lying, worthless bastard!".

I have to agree with all your points. BG I is pretty much intolerable to me. I liked BG II a lot in spite of its flaws but that was mainly due to it being very long, very challenging at times, and having lots of loot.

Everyone who goes on about the BG series has to ignore loads of flaws (not only is the engine rickety and hokey, either), whereas games like U6 and U7 and the JA series really have no flaws to speak of, and have tons of things they did right, and perhaps better than any game to date....
 

Jinxed

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It would be hard to repost what you said, Section8. And I pretty much agree with your points.

But I just can't get over the impression that RPGing in JA2 was done more for flavor. It may be done better, but it's not the center of attention when you play the game. The scale goes in favor of BG as well. BG is an RPG top to buttom, even if crappy. JA2 has its RPG elements well thought out and implemented, but I still think you are bound to a fairly limited system of a few dialog options, and little quests. You focus a lot more on tactics during combat than anything else.

Of course, I ask myself if I'm not falling for the illusion of an RPG that is BG. Just like the countless people that consider it a straight up gangsta role playing game. Given all the points in your post that very well may be the case.

And when does quantity become better than quality when considering games?
 

Crichton

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Since you didn't seemingly play U7, this is a pretty stupid thing for you to comment too much on, but even with just basic exposure to it you would change your tune, most likely.

As it happens, I have played U7 (the last one I played, I didn't touch the expansions either) and I think it's plain schlock, the graphics may have had a higher pixel-count than Darklands, but it had the same stupid over-the-head viewpoint as Shining force, Challange of the Five realms and oh yeah, it's inspiration, Zelda. As far as I'm concerned that ruins the art direction right there.

It's combat was repetitive garbage that I didn't see repeated until the diablo games came out, just click shit until either you win or your zombie-like followers have gotten themselves killed. Naturally since the combat is brain-dead, it takes up 90% of the game.

As for the story, BG used the otherworldly orgin of it's protagonist, but it gave him a connection to the world, a place of birth, childhood playmates, a father figure, so there's some basis for his concern over it. The Ultima games are easily summed up as "Space-man summoned to fight scientologists and EA". The real world references were childish and pedantic, someone should have put a leash on Garriott, or at least medicated the bastard.

I'd rather replay "Buck Rogers: Matrix Cubed" another five times than tough U7 again, it's the sad last act of a game designer losing his mind.
 

aboyd

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Claw said:
You know, if you hadn't claimed that combat takes up 90% of Ultima VII, I might not be entirely convinced that you are retarded.
I believe that is called "hyperbole" and is not intended to be taken literally.
 

Claw

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It's not hyperbole if it's the fucking opposite of the truth.

There are RPGs where combat is virtually 90% of the game. Ultima VII isn't one of them; pretending it was isn't hyperbole, it's bullshit.
 

Volourn

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Again, those who bash BG know nothing. The earlier Ultimas were fun, and are pretty much on the sasme level. But, BG is very awesome.

However, I have a word of advice for those who bash BG. if it sucked so bad, why the hell did you buy the sequel? Morons.
 

GhanBuriGhan

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I found little to love in Baldurs Gate myself.
My first dissapointment was the hyped "hand drawn" backgrounds. Most of the maps are just made up of the ever same forest brushes, ground textures, etc. A lot of talk back then about how great it looked, but it didn't impress me much at all.

The worst dissapointment was in the dialogue: sure there were choices, and small dialogue trees but nearly everytime I tried and reloaded to see if a different choice would actually lead to a different outcome, this was not the case. The companions I thaught were OK - and hey, I liked Minsk :)

I ended up making the combat almost turn based, by using the pause function religiously. But it worked ok for me.

Finally, the story wasn't bad, but not really memorable either. So I'm the offspring of an evil god - why am I just a poor sop who gets killed by Attercaps all the time, while my dear bro' is mister ubermage?

And then those pesky D&D rules: "this character can't wear this item!". God, I hate that.

Still, it was a reasonbale amount of fun, and it helped a lot in reviving the genre back then, so I don't want to diss it completely. It's just beyond me how many people think its the best RPG ever.
 

Calis

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Me neither, and for the record, BG2 fucked up suspension of disbelief (my main complaint with the first one) far worse than BG1 did.
 

Ryuken

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GhanBuriGhan said:
Finally, the story wasn't bad, but not really memorable either. So I'm the offspring of an evil god - why am I just a poor sop who gets killed by Attercaps all the time, while my dear bro' is mister ubermage?
When you have thousands of bro's and sisters, that ain't a difficult fact to understand I think. That was the great part of the outro also, that you realise you are just one of the many. The prelude was a tad cumbersome though.

On the BG vs JA2 part; JA2 had more likeable mercs in the end but it also featured annoying chaps and some horrible voicepacks for your own character. It's definitely more of a classic than BG, but I wouldn't try to compare it a lot. Just too different focus/setting/overall setup/genre imo.

And Section8, maybe you don't realise it when complaining about a typical Canadian bad sense of humour, but Jagged Alliance 2 was also made by Canadians :) .
 

bryce777

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Claw said:
It's not hyperbole if it's the fucking opposite of the truth.

There are RPGs where combat is virtually 90% of the game. Ultima VII isn't one of them; pretending it was isn't hyperbole, it's bullshit.

Well, the great thing about it, is you can play how you like. You could play in despise and kill the dragons over and over again to get massive amounts of loot. You could bake bread for 10 hours and sell it at the baker's to make money. You could wander around hungry and hunt for food (which you needed to live). Sometimes I was in genuine fear of starvation. It was very annoying in the way it was implemented because some of the idiots would start to starve even when you had plenty of food, but it was still quite interesting to actually have to plan out and make sure you have food and money at all times so you can keep living.

You could also just run from all combat, too, except maybe batlin at the end.
 

bryce777

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Volourn said:
Again, those who bash BG know nothing. The earlier Ultimas were fun, and are pretty much on the sasme level. But, BG is very awesome.

However, I have a word of advice for those who bash BG. if it sucked so bad, why the hell did you buy the sequel? Morons.

You are a complete idiot. Also, I bought them in a pack together and played BG II first. Proving again you are a moron.
 

sabishii

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Volourn said:
Again, those who bash BG know nothing. The earlier Ultimas were fun, and are pretty much on the sasme level. But, BG is very awesome.

However, I have a word of advice for those who bash BG. if it sucked so bad, why the hell did you buy the sequel? Morons.
Hope?

I dunno, I bought both of them at the same time off Ebay, but could never get past the first chapter of both games.
 

Section8

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Well, the great thing about it, is you can play how you like. You could play in despise and kill the dragons over and over again to get massive amounts of loot. You could bake bread for 10 hours and sell it at the baker's to make money. You could wander around hungry and hunt for food (which you needed to live). Sometimes I was in genuine fear of starvation. It was very annoying in the way it was implemented because some of the idiots would start to starve even when you had plenty of food, but it was still quite interesting to actually have to plan out and make sure you have food and money at all times so you can keep living.

As a bit of an aside, I think bare essentials in RPGs have potential to be interesting, so it's a shame that most designers just accept the notion that managing food and whatnot is universally bad, and never try to innovate it.*

In the P&P campaigns I've run, I never got into nitty gritty calculations such as "you guys eat x food today, leaving you with (food-x)" but I'd make the players justify their "living expenses" in a reasonable manner so they'd have an incentive to go hunting, spend time gathering or just spending a few coppers here and there. My favourite moment was the time the players had no actual gold, but a whole bunch of assets they didn't really want to sell. The greedy fucks ended up spearing rats in the sewers just to avoid pawning off their loot.

But I digress. I never really understood the complaint with having to manage food and drink. It's never been that tedious. Games like Betrayal at Krondor just deducted rations if you wanted to rest for any length of time, and games like Dungeon Master just tracked and decremented food and water levels over time. Tedious would be trying to manage a healthy intake of vitamins and minerals, or "watching your figure". Or having idiot dietary needs, like anaphylactic reactions to peanut butter.

Now, think about the good things that food requirements introduce. A whole swag of interesting choices for starters. Like - "Do I dump my food to carry more loot?" Plus, it adds another variable player defined goal to counterbalance the everpresent NPC driven quests. "I need food. How am I going to get it? Buy it? Steal it? Hunt it? Pick it? Conjure it?"

Potentially, there's also reasons to experiment with bush tucker. "I'm starving, so fuck it, I'm just going to eat that toadstool and see what happens!" Or, even better, being driven to cannibalism and the ethical and moral exploration of that theme.

There's also potential to introduce skill and attribute variance based on health and diet. Even if it's something cutesy, like eating fish increases the multiplier of intelligence increases, or apples curing disease, that's an added dimension to the game.

You could even have quests have permutations based around it. Let's say you get into a drinking competition. Too little food, and you'll get drunk too fast. Too much, and your gut fills up faster.

And really, given that we have games that even automate the key gameplay, like Dungeon Siege's combat, or even automatic level up templates, then why the hell can't food intake be automated for those who aren't interested in managing it?
 

Jinxed

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How would food work in a game like fallout, when you needed to get somewhere that was a 2-3 weeks hike? Yeah, you would have to stop twice on the way and it would be just plain annoying. BaK's food thingy was nothing but annoying. You had a limited supply and it wasn't about pawning loot, but inventory space.

I rather have no food in a game than that kind of food thing. Sure different consequences and health status are nice but it all comes down to being annoying.
 

bryce777

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Well, in bak it was done very well. First off, it was not a big chore to manage in normal circumstances. There were a few places where you have to go to certain areas and have no food except what you can forage. You had to think VERY carefully about when to rest, when to cast spells (making you need to rest) etc.

If you managed to catch the plague or get poisoned, you also had to decide at times who to even feed at all if you hoped to lvie to get to the temple....
 

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