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The ending is railroaded. I'm inclined to believe that, despite me not having experienced the ending for myself yet.
There is no denying that sure, however that doesn't mean that there aren't various self contained situations in this game that lead to various outcomes on their own, pending on the choices taken.
Unfortunately, it's just a shame that none of it influences the main story's ending at all.
I agree that eventually a game has to route you back into the next act or major story step. Obviously they can't create a huge amount of variant areas or questlines for everything.
But, BUT, other CRPGs have and can do a better job of making the main story feel reactive. For instance, in Pathfinder Wrath of the Righteous (which has many problems, but IMO succeeds hard at being reactive,) the game is not afraid to show long term consequences of your actions mechanically and flavor wise. You can fill your home base with demons or side with outright evil characters. Characters will disown you and close off entire quest paths depending on the decisions you make, adding to replayability.
Here it's much simpler. Companions can die or leave your party and some minor NPC's might be alive or not at the end of the game. But there are "essential" NPCs that have to always live to act 3 to give you certain quests or options or do certain things for you regardless of how you treated them in the past, which is what leads to the sense that the 'DM' (larian) is 'railroading' you. Because your character isn't capable of struggling through alternate situations on their own.
Basically BG3's main campaign is a 'linear' adventure path with disconnected sidequests and many people expected it to follow the more common CRPG "arborescent" structure where everything is tied together and has longterm consequences even if it leads to the same place. IMO this is a design choice and not necessarily a bad one, but I think Larian did do a bad job of setting expectations with how many fake 'choices' you get on the critical path.
(My adventure design style terms are referenced from this video: https://www.youtube.com/watch?v=Noow1ZtVyI0 )
The choices are kill dwarfs and Nere.
Kill Nere with the dwarfs.
Kill the dwarfs with Nere.
There may be other choices as well but I didn't try to navigate all possible choices.
Not sure if saving the gnomes is specifically tied to siding with the dwarfs but I was able to get them freed by talking to Brithvar. Nere probably wouldn't give a ♥♥♥♥ and prefer to keep the slaves.
Alternatively, in some cases you can actually somehow cause them to fight among each other without having to be involved directly. I figured this out when I did pretty much everything except the whole Nere thing and came back to Nere being dead and everyone else being gone (though to be fair over half of the dwarfs were dead because I killed them.) Philomeen may have been a factor//trigger in this regard.
I love idiots like this.
Apart from the fact your objectively wrong, but lets ignore that.
By this meatstick's logic if two people left on a journey from the same location and ended up in the same location regardless of their individual experiences they had the same journey. Person A hitchhiked, walked, and went cross country. Person B took Trains, buses, and kept to the main roads. But because they ended up in the same place they had the same holiday. Well dont sparky you're a genius.
As far as the game goes. Conversations for core quests have multiple outcomes and paths. Quests have multiple solutions and the game is so big you can have a complete experience while still missing a lot of content.
My partner has had a completely different experience than me. As have my friends, and none of us have even attempted the Dark Urge yet. OP is muppet.
I personally like the conversation differences. As long as it isn't Walking Dead levels of useless I'm ok since it's all I expect.
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i aint reading all that, i'm happy for you though. or sorry that happened
But in the context of BG3 it's quite important, considering this game has been hyped and praised to the moon. Because it proofs how mediocre the game actually is.
So for anyone saying that this is the best RPG ever and you can create your own story sort of etc. is just wrong.
Wether you insert none or 10 gazillions worms in your brain. You will be facing with the same choices and consequences no matter what. ketheric is also baffling too.
The less perceptive you are, the more willingly you'll buy into what the game presents to you and less likely you'll be able to notice how the game is trying to trick you into believing it's false choices.
There are also choices relating to the crown of karsus. Do you let Gale keep it and become ascended? Do you tell him to take it to Mystra? Do you tell him to leave it in the ocean?
Also: did you make a deal with Raphael where you give him the crown in exchange for something else? If you do so you get an extra epilogue with him ominously thanking you for giving him the power he needed to end The Blood War in his favor. He also mentions he'll be coming for our world soon.
So this is basically illusion of choice.