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Even now, close to a year after release you run into plenty of bugs.
The problem is that they put all their eggs into the cinematics basket instead of world and gameplay design.
BG3 would have been betterif it had no main quest and 10x as mani 'side quests'. Kinda like Ultima 4.
Also - its not rocket surgery to have a completely custom party, requiring no mods to do this.
Same. I'm sick to death of open world games. Only one I've played recently is Elden Ring.
I like it more when the open world gives a sense of scale but is actually somewhat limited in content with areas feeling more meaningful (Morrowind, New Vegas, Outward, MGS5, Dragons Dogma all come to mind and Elden Ring and Witcher 3 mostly do this - though minor locations were a little repetitive) rather than when its used to hold many repeated tasks that fail to feel meaningfully distinct (anything Ubisoft, I'd say Skyrim leaned that way)
Because where some people seem to value a game more for length it's almost the opposite for me - it's so cheap to buy more games than I can ever find time to play that I really don't like repetitive filler and really appreciate short, focused games in general.
This allows the writers to fill the game space with stuff that has story and detail, it allows "character" rather than generic. And yes, NPCs have their specific goals and attitudes and you're not going to be able to completely change their minds. If nothing else because there's a limit to how many such options can be scripted.
The problem I've found with open world or psuedo open world RPGs is that they tend to be very "story lite" and while there's lots and lots of scenery to wander around in, a lot of it feels very generic and bland, without depth or story. For example in Skyrim, the plot is so light touch that you can effectively completely ignore it and just wander around occasionally punching dragons...but a LOT of the exploration you get to do, leads to "filler zones". There might be some buildings and maybe some enemies to fight, but other than some items to loot there's nothing there, there's no sense that this ruin you're exploring was a place once, with a story behind it. It's just some assets and some loot boxes.
Compare that to the abandoned village in Act 1, that's been taken over by goblins. There's a strong sense of the places history there....there's the kids game in the dirt near the well, there's the missing persons poster hinting at the spiders in the caves below, there's the stuff with the blacksmith and the apocathery. There's STORY there. Its a place you want to explore and read the stuff you find because of it, and not just because you're trying to find SOME reason why you bothered to slog your way over to it in the first place.
Open world games have that "Hey, whats that over there?" feeling, where you can spy something on the horizon and spend twenty minutes walking through woods and over rivers and killing wolves to get there, only to find that there's nothing much there anyway.
2. BG3 is biased on pen&paper. in theory you can ignore the gamemaster and just go where you want...but you shouldn't do it...
I dont see it as a problem. This isnt Skyrim, its not supposed to be a sandbox. And neither is Dungeons and Dragons to be honest. The DM is telling a story, you are playing through that story, you have some freedom, like when you do certain things, weather or not you interact with npc's or do side quests ect, but if you try to treat it as an open world sandbox then all you are doing is leaving the story that the DM has crafted for you.
As a DM, it took me a while to realize that the best D&D games actually arent open world sandbox, "do whatever you want," adventures. How could they be? in such a game the DM cannot prepare, you would have to wing EVERY SINGLE ENCOUNTER, you would have to come up with npc's names, personalities, stats, everything on the fly. you wouldnt be able to tell an overarching narrative. No, BG3 is a perfect game. You have just as much player agency as you need to have fun. I have played through this game 4 times start to finish and I love every minute, each play through has been different. I do things in different orders, and try to new things each time, I play as different characters and romance different NPC's, I play different classes and experiment with different builds. There is plenty of player agency.
The "problem" that I think you are alluding to is that the story is similar every time with little deviation. But thats true with every game. You use Kagha trying to get rid of the tieflings as an example.. but thats her character, sometimes you just arent going to change a persons mind about something regardless of what happens. But heres the thing, you can have at least 3 or 4 outcomes from this interaction. You can end up exposing her as a shadow druid and having a fight, you can convince her she is wrong, you can support her or you can wipe out the grove. This is an interconnected story, which is the BEST kind of story, when everything you do across multiple plot threads interacts with each other.
Some stories are best told one chapter at a time, in order, and this is one of them.
But now that I'm thinking about it there are a lot of corpses down the well.