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Not saying Bg3 isn't a good game but is it really "flawless" or the "game of the decade" or the "best game ever made"? - the sort of claims you see made for it regularly. It's got some good stuff, sure - cutscenes esp - but also takes quite a few steps back. Indeed, it lacks basic features & Qol stuff that have been standard in the genre for years.
Don't want to ♥♥♥♥ on your pony or anything; I like the game and love that it's really mainstreamed what sometimes feels a bit of a niche genre. But I question the idea that in terms of gameplay and mechanics at least (as opposed to budget, production, advertising etc) it's some sort of qualitative leap forward from what's gone before.
Please no, RNG in X-COM is the absolute worst.
I have Pathfinder WoTR and BG3's presentation is just leaps and bounds better. Great voice acting, zooming in to NPC's to make it feel like you are having real interactions, lots of character development and the tactical combat is great. If min/maxing is your thing, the available loot and class builds makes for some interesting options. If you want to role play, you can have a very nice experience. I am on my third play through and invariably I find new stuff and story arks develop differently each time. The quests are usually interesting and rarely will you be doing the common tedious fetching. It's just an all around good game.
I daresay Planescape: Torment also has a long-term enthusiasm that stands up well against it. BG3 might be as well-loved in 25 years as Planscape is now, but only time will tell.
I also don't think the mechanics are particularly better than BG2. They're necessarily different. Both are very suitable for their games, although both have some annoyances.
BG3 is a great game. It sets a standard going forward and will hold up as a classic. But just the standard - not the entire paradigm like BG1.
BG1 and BG2 are classics, Very well remembered. Sold 2-3 million copies each. Still have a modding and playing base 25 years later. Great games.
But BG3 has sold about 15M copies. I am pretty sure more people have played BG3 in the last two years than played BG1/BG2 in the last 25 years.
Context and nuance matters. Everything involving people is about context and nuance. That also means it won't connect with different people the same way it connects with others. It might also not connect with someone at all. That's just how it is with people.
BG3 was a collection of opportunities (meaning luck) and content (meaning sustaining after luck did its job) that zeroed in on something nobody was expecting. The gameplay is just a tiny part of the equation.
.... I will say, though, it looks like they still aren't going to use anything but the OGL license, so the content will remain limited, that way.
I like Pathfinder and as I've said, while I had misgivings about WotR, it was a decent game. But IMHO it would have been a lot better if Owlcat had used the Pathfinder 2E update, which trims out and streamlines so much of the crap of 1E -- again, IMHO. Using the bloat that was 1E encumbered that game (among other problems).
Ah, yes, the "AC/DC is more acclaimed than Mozart" angle. Ok.
AC/DC and Mozart are great, what does that have to do with the mechanics of BG3?
Like the goblins for example; how many ways are there to deal with just that one issue? Six? Seven? More? IDK, a lot.
That basically, but an entire games worth.
player choice + good graphics = game people will enjoy playing.
you'd think it was a matter of good gameplay, but actually a lot of people enjoyed this game who don't even like turn based combat.
so really it was just the sheer amount of player choice coupled with the nice..."visuals".
also the game was really good in EA, because Act 1 is phenomenal. But they clearly were not able to keep up that momentum in Act 2 and quickly realized they were in over their heads with Act 3. They also dropped the ball with the companions, as they even admitted they were aware that these companions were not well received which resulted in all of them being made nicer and two of them receiving entire redesigns.
so yeah, the game isnt perfect and they know full well where they dropped the ball. but it does things other games don't let you do and has a lot of replayability, the game is fun and looks nice while you're doing it. thats really what it comes down to.
The obvious, non-mechanical answers are twofold: it had more budget/production values than any CRPG ever by orders of magnitude, and it filled a niche that had gone unfilled for a long time with the genre somewhat out-of-vogue.
If you want to give the mechanics more credit, it does two things exceptionally well: it gives you options, and it makes different combats feel different. Playing a Ranger feels materially different, mechanically, than playing a Wizard, whereas in some games they're both just basically ranged attackers with different animations/elements. Things like invisibility, flight, crowd control spells, throwing, jumping, teleporting, and environmental manipulation give you more options and battles more outcomes; many CRPGs have one or two of those elements, few have all of them.
That flexibility also extends out of combat, which I personally love but is probably not nearly as big of a differentiator for the average gamer as the combat crunch (if it was, New Vegas likely would have out-sold Fallout 4... which is another good example of what a big difference production values and buzz make).
It also finds the sweet spot for build-crafting, where you can do it intuitively and without thinking about it much if you want and still have a lot of fun, or you can get in the lab and spend hours tweaking your multi-class and have different kinds of fun. Very few games offer both, allowing you to meet the game at the level of complexity you prefer it to have rather than having to meet it at the static level it comes with.
And those are both great things! Those are why I like the game! I don't think either of the has nearly as much to do with its success as the graphics, voice acting, and marketing push, though. I think if you'd made just about any above-average modern CRPG with the same production values and same buzz, you'd get similar (and maybe in some cases even superior) results, and that includes games I think are weaker. The genre simply hadn't seen this kind of money behind a quality product before.
But to its credit I do also think that accessibility advantage is the difference between "similar results" and "identical results." Even if, say, Wrath of the Righteous had a 100M budget it'd still require more book-keeping and system knowledge than a certain chunk of the player base would be willing to tolerate, for instance.