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I'd rather have a game of 15-20 hours that surprises me all the way through than a 100 hours shoestring budget "epic" full of repetition, copypaste encounter design and filler.
No wonder that so few are following the Bloodlines/Fallout route too -- trying to go-all in on reactivity and making every character play unique eats into campaign length immediately. In Bloodlines, a class such as the Malkavian even has altogether different dialogue... and multiple solutions to really open-ended quests also take a lot of time to implement.
I much prefer Owlcat's approach, because if the combat is enjoyable (and in Pathfinder, it is absolutely top-notch), then I do want to spend 200 hours on it, progressively getting more complex rather than starting a new playthrough and going through mostly the same story content again and again to hopefully see minor changes.
That's the problem with reactivity - unless the devs are willing to invest in entirely new chapters, like in Witcher 2, you are still stuck with the same content for the better part of the game.
Each to their own. BUt I've never seen encounter design as repetive and mediocre as theirs in any Infinty Engine type of game. It's quanity over quality. Even Icewind Dale did it better a quarter of a century ago. Having destructible goblin war drums in the sequel calling reinforcements / explosive barrels and ambushes. Owlcat can do setpieces, but mostly it's like: Here's another mob. Buff up and have a go at it. And they're mostly copypaste rather than interesting hand-crafted tactical scenarios. For games as combat heavy as theirs, that really wears me down after a while. Else they wouldn't be able to churn out massive 100+ campaigns though plus numerous DLCs in but ~five years though. To quote Eric Fenstermaker of formerly Obsidian: "Balancing campaign length and gameplay polish on a budget is a zero-sum trade-off."
This isn't meant to be a post against "epics". But a) few devs have the budget to do one. And b) shorter games re fine also. Btw, with reacitivity, it's not about the destination, e.g. completely different branches. But the little steps -- and being able to actually role-play and making choices. https://www.youtube.com/watch?v=yM1yR7WYqgM&
Anyway, I just picked this up. Looks decent! :-)
That's why CRPGs get away with all their filler and trickery: Desperately trying to do the next LOTR trilogy when this side of Baldur's Gate 3 they have the budget for an episode of Xena - Warrior Princess at best. So it may be filler, but at least it's 100 hours of filler, ten outta ten. You're never going to read this about Owlcat's Pathfinder games or Wasteland 2:
"Every battle is handcrafted. There are no random encounters, things are set up with different goals and predicaments so there is always some kind of challenge and you don't feel like you are doing the same fights over and over. For instance at one point your Thief gets caught alone behind enemy lines. At another point you need to destroy a few objects, because until you do reinforcements will keep spawning."
Great gameplay is all about quality, rather than inherently about how many weeks of your life you can kiss goodbye. But devs are getting away with it. In particular as to CRPGS -- and even JRPGs with their mindless random trash mob combat harking right back to classic 8/16bit games, early Final Fantasy included.
Can I interest you in some Underrail?
I find many of the newer releases like BG3 to be great but the game is so massive I don't have much desire to ever replay it due to big time investment.
Same thing about Owlcat games which I've never finished one to the end.