DraQ
Arcane
It's pretty awful due to execution and exacerbated by poor AI andMorrowind combat better than anything than fucking cancer
...are 5 or 7 out of fucking legion.those 5 or 7 adventuring parties you fight in BG1
About everything else is uninteresting, overabundant and pointless on top of bad combat system and those several encounters still suffer from clusterfuck RTWP and IE's inability to even react to strategic AoE nuking or summons when out of sight is in the same league as MW AI's handling of player's levitation.
You must love Oblivion, then. You never fail to cast spells there either.No its not. I never fail to cast "harm" i cant say the same about low level magic in morrowindMorrowind combat better than anything than fucking cancer
Well, it's better than combat in Arcanum.
Or to hit the target.
Everyone is a winrar!
If only BG had Skyrim's content density.Walking around killing shit without purpose is very close to something like Oblivion or Skyrim.
I prefer "too little content masquerading as too much content".No, it's more "your game is shit because it has too much boring content".Never heard of the "your game is shit because it has too much optional side content"
You should try Oblivion.The content density on those areas is fine, it doesnt feel cluttered and it feels like you are actually travelling around.
It doesn't feel cluttered at all.
Hahaha. Except that Fallout 1 got low key right, BG1 didn't. It's not just "modern guhmhzrz hwadwrp" who don't like BG1. Those wilderness areas really were a pointless bore. Fallout 1 was low key but it didn't have an exaggerated amount of shitty content.
Fallout 1 is a great game, but the way it's structured (with the world map travel) it doesn't really lend itself well to exploration, in my opinion. You basically find locations of interest by talking with NPCs, or by passing near them on the world map, and then go there, and the locations themselves are condensed, like say a settlement or a cave or whatever. So it's really not the same thing as being able to roam around within the world and explore.
Actually, one of the problems with BG is that it fails to establish consistent player contract. It tries to be both a storyfag game and an open world one in very conflicting ways.
Wilderness areas may feel like you're travelling around, but they are spread apart by 4-8h of marching through generic wilderness most of the time, so they work more like condensed PoIs, except they too are just blocks of generic wilderness.
This is unconductive to the exploration as well, because if BG was truly structured as an open world game it could have afforded being too large to explore thoroughly forcing player to be on a lookout for interesting stuff, but BGs boxed-in maps can be methodically cleared and searched from borders in or using any other strategy (largely thanks to spurious fog of war as well) because they are structured like condensed PoI maps, except without actual PoIs.
Player may feel like they can treat the game as an open world and explore freely, except the game will not let them through without really specifying the reason if it doesn't want the player in, for example, Cloakwood, despite it being a major landmark and a large area that has absolutely no reason to be hidden or physically inaccessible, the PC just won't go in there because.
Sure, failing to establish consistent contract isn't only BG's problem, for example TES series has been suffering from it since Bloodmoon (open world VS tightly controlled experience - through means like excessive scripting and unpickable locks), but I don't think I've ever seen the case of it being as pervasive as in BG.
By waving mouse over it.Well, that's what I am talking about. The Glow is a dungeon or post apocalyptic take on a dungeon. So you get the Glow on your world map (usually from an NPC), and you go there, and then you are inside a dungeon, doing dungeon-type things, i.e. fighting, finding cards, progressing to deeper levels. While technically you might be exploring rooms, floors, etc, this is not the kind of exploration explorefags long for, it's dungeon crawling. Fallout does a great job of giving the player these interesting locations, but it does not really scratch the exploration itch, where people want to have large spaces to roam in and find cool stuff.
There is also the fact that that "finding" stuff involved no skill on part of the player, it depended purely on patience and/or dumb luck.BG 1 wilderness areas allow a sense of discovery, that was at least I think the intent was. Discovering shit feel better when you feel you did a journey to get in there and that I give to BG 1 fanboys but the problem is, if I gonna waste alot of time to get in some places, sometimes passing by random encounters on the way, I expect the pay off gonna be good and many times it wasn't.
Gnoll stronghold was actually on the upper end of the scale (vanilla BG) when it came to being interesting which is rather depressing.Sure, you have the illusion of exploring the whole Sword Coast but the lack of content/low quality of content (jesus, Firewine bridge, the gnoll stronghold and the Ulcaster school with respawning mobs when you just look to the other side, Nesshkel mines four levels of the same trash mobs and the forced travel on all maps of boringwood forest can kill you.) start wearing you down and by the time when you reach the ancient dwarven mines and the game start improving your will to keep playing is at a really low level. When I played BG 1 fpr the first time, I remember stopping at the ancient dwarven mines and leaving the game for months before having the will to finish it.
Not sure if retarded or just edgy.Heh fair enough. I honestly left Morrowind for years because I couldn't be fucked getting to Balmora or figuring out what a silt strider was. The combat against a mudcrab was so shit I uninstalled.
You wouldn't like the answer.What I am when I enjoyed BG1 exploration but not F3, FNV or Elder Scroll games exploration?
It's good for exploration because it precludes mechanical clearing of the map while still allowing purposeful searches.- the time limit hurts the exploration aspect as it forces the player to stick to the main quest and not explore the world at their own pace
It puts player back in the business of playing the game as opposed to abstract mechanical map clearing strategy.
BG is just as guilty of it due to 8h gaps between most of its maps. They are isolated, boxed-in islands within the gameworld rather than parts of expansive continuous whole. It's just that unlike FO's maps they are void of content.- as already mentioned before, the abstract world map abstracts the exploration out to such a degree (zig zagging your moving dot across it "explores" areas) as to make it a marginal element of the gameplay at best
Zigzagging your characters across individual maps in BG1 also explores them in a completely abstract manner by uncovering the fog of war.
BG's exploration is done entirely through world map (except there is no way to miss a location) and helpful fog of war in conjunction with maps' borders. If FO isn't a great exploration game then BG1 simply isn't one at all.But really for me, the second point, i.e. the fact that Fallout's exploration is done via the world map and then you come to these condensed locations pretty much precludes it from being considered a great exploration game.