The Main Lesson From ‘Baldur’s Gate 3’ Should Be ‘People Hate Microtransactions’ - eviltoast

If reception to Baldur’s Gate says anything, it’s that people hate microtransactions in their AAA games.

  • iltoroargento@lemmy.sdf.org
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    1 year ago

    Absolutely. I genuinely worried a bit about my group, myself as DM included, being sucked into this game or having unrealistic tabletop expectations because of how well this game has been done lol

    I also saw that there are a lot of things for players and DMs to learn from this game and how, although we can’t compete with the years long process of making such a complete game (done by many, many, minds and hands and through significant man hours), tabletop GMs can definitely be inspired by such a complete work. Asessing what they can implement from it in their own game designing and seeing how the two mediums of tabletop and video game can complement each other and how they differ will definitely lead to more interesting content on the table and respect for what GMs and story designers do.

    • CalOtsu@kbin.social
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      1 year ago

      I love the game, but I do miss some of the “fuck around” shenanigans you can get into with a DM who can improvise based on if someone comes up with some WAY out of left field idea of what they want to do. It’s no replacement for the tabletop but there are definitely things both DMs and game designers can learn from each other here.

      • ArtZuron@beehaw.org
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        1 year ago

        BG3 does have a few too many “the ceiling collapses and you all die” moments for my liking, but, for the most part, I do like it. It just came out, so it’s still going to probably get some balancing patches!

        There are many spells and items in the game that would be pretty good in a TT game IMO

      • iltoroargento@lemmy.sdf.org
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        1 year ago

        Agreed, I’m just astonished how they got the feeling of exploration/intrigue/investigation in the game down so well.

        I’m taking notes on how best to bring that kind of suspense into my sessions. I’ve had players feel similarly suspenseful using Foundry Virtual Tabletop and a fog of war on a map I created, but it’s a little harder to accomplish that in person.

        The improvisation is one thing and GMs definitely lend tabletop to be more creative in that way, but the suspense of not knowing what’s around the corner or behind the door is harder to relay with just description. I think the visual aspect is definitely helpful.