Pangaea666: Agree with what Coel wrote, those things are what keeps me coming back too. I have to take issue with the neverending argument that nostalgia is what keeps people coming back, and is the reason the game is so well-liked though. This is uttered time and time again, but it certainly doesn't hold true for me (and I know, many others).
I agree with you that merely dismissing interest in old games as nostalgia gets bloody annoying. However, I put that forth as a hypothesis because I have attempted playing the game (and am in the process of playing now), and have encountered several things that make it hard for me to understand why people like this game. Hence why I posted in this thread in the first place.
Pangaea666: I hadn't played any of the Infinity Engine games until maybe two years ago. Signing up to GOG I bought the D&D bundle in some offer, modded up BG1 with Tutu, and got to work. The world that faced me was something I had never before seen in any game, irrespective of the game being 10+ years old by the time I played it. This is coming from a guy that quit playing Dragon Age Origins before its conclusion, because I got utterly fed up with the neverending spam of enemies we had to hack through. Baldur's Gate, however, hooked me. The reasons are basically what you mention in your post, Coel. The story, the combat, the rules (I had never played any form of D&D before, but I loved it), the setting, the 2D handpainted art, the characters, and the plot with a secretive assassin we have to locate (this is probably the main reason I like BG1's story better than BG2's).
Now we seem to be getting further into the heart of the disconnect I seem to be experiencing. I have already said what I have to say at this time about the rules, story, and characters, but have yet to really address the other things you brought up. I have already mentioned that I like the backgrounds, but I like them so much that I believe it bears mentioning again. I had some concerns about the mods, but a prior post has informed me that it is purely cosmetic in nature and does drastically alter the game or UI, so I think we can consider those dropped.
However, the setting is something that I think I have no hope of enjoying. One of my growing pet peeves is how standard fantasy has become a thing, particularly in the case of D&D. Fantasy is capable of doing any number things, and yet so much of fantasy in general and D&D seems to have a fetish for setting itself in Medieval Tolkein-esque world where any semblance is left out in the cold at the door by the allmighty bouncer of alignment. I adored Planescape particularly because it got away from the cliched type of setting that most standard fantasy takes place in and bought the rest of the Infinitty Engine D&D games after seeing their high ratings, thinking that they must have done something similar. I was incorrect in my assessment as I almost immediately found out as I took my first few steps out of Candlekeep and started running into peasants who wouldn't have been out of place in Monty Python and the Holy Grail. I guess I have to chalk this one up to differing tastes, as I can't understand what the appeal of a standard fantasy setting such as this holds.
Pangaea666: Maybe it's not a coincidence that the criticism in this thread comes from people who haven't played the full game yet.
Working on it right now, I can assure you.
Pangaea666: It is a gem of a game, but you need to invest some time with it first.
I think I understand you to mean that some time is needed to get acquainted with the UI and game mechanics; if so, great, I agree, this is often the case with older games to the point that the first thing I do when booting up an old game is mess around in it until I get the hang of the controls before starting over.
However, I can't help but feel reminded of a theological debate I witnessed where someone stated that they were sure that [INSERT RELIGIOUS FAITH THAT IS LEAST LIKELY TO OFFEND THE INTERNET] was the one true religion and absolutely flawless because he had spent time "forming a relationship with it" and said so with a stare that were it any more glassy could have refracted light onto a wall; spending an amount of time with something until you at least understand its core basics is one thing, but sticking with it until one is unable to spot flaws in it is another.
Again, I *REALLY* do not think that you meant to convey that, I cannot stress that enough, but I bring it up because I initially thought of that moment when I came to the forum to see what I was missing and saw that most people didn't seem to acknowledge that the problems I had existed, which in turn prompted to try and dig deeper and see if I was really missing something or if the whole thing was pointless.
Pangaea666: It's not for everybody, though. The game has a more tactical and slow pace compared with your typical modern game, so it's certainly different.
If there is one thing that I hate more than the baseless allegations of nostalgia for enjoying older games, it's the allegation that one is too used to modern gaming to enjoy them. I have already mentioned that I have played many old games, several of which are older than I am, not to mention older than Baldur's Gate, and I enjoyed them immensely. Hell, what with most of my gaming being done on GOG these days to avoid the cancer of DRM platforms, almost all of my games are ancient in comparison to the select few modern games I let into my house (and by few, I mean the one copy of Spec Ops the Line that I bought before finding out it required Steam). Rest assured, my problem with Baldur's Gate is not that it's too old for me to appreciate or that the gameplay is too slow-paced, but that it seems to have flaws that noone is talking about.
Pangaea666: There isn't much depth to the characters either (which changes in BG2).
I see we agree on one thing, but I'm not sure I understand how the game garners nigh perfect praise if this is the case (again, hence why I first posted)
Pangaea666: But what I like about it is the depth and complexity of the gameplay itself. The story is also wonderful, and being a lowly guy trying to figure out what is happening in the world, and surviving in it, is a fantastic feeling of exploration and survival.
And now we get to it: this is not an RPG. It looks like one, with the paper dolls that slowly get filled up with more magic gear over time (except in cases where new magic gear is incompatible for some reason the game impishly refuses to explain), but the gameplay is less RPG and more RTS, trying to force turn based combat to mate with real time actions in a way that often feels awkward. If the game ran on real time combat, that would be fine. Had this been a truly turn based game, a la Fallout, I would have taken infinite glee in turning each combat into an exceptionally violent game of chess, planning my moves carefully and striking with precisely targeted spellcasting.
However, the RTWP format demands that I give simple orders and pray that the pathfinding doesn't do me in. On more than one occassion, I sent Khalid, Jaheira, and my min-maxed as hell Paladin into melee against a target, at which point they started whaling on the target and missing most of the time while my character with the superior THAC0 stood next to them twitching in place as she attempted to move to attack the enemy she was close enough to to be able to breathe on. After that, I tried micromanaging each PCs path, but quickly found out that they would collide with each other en route to those destinations as well and result in the same Three Stooges style of shenanigans. As for targeted spellcasting, that went out the window when I realized that there was no way to determine things like the area of effect or distance from a target, which resulted in me holding off on spellcasting lest doing so caused the caster to automatically move closer in order to cast, resulting in them moving beyond the front line and getting their ass handed to them on a silver tea tray; I didn't acquire the more destructive AOE spells by the time I gave up on BG, nor do I have them now, but I predict being stingy with those as well for fear of not being able to tell if I am about to target my party as well. At least with Planescape, the FOV was restricted to a smaller area which meant most spells could be cast without movement, and AOE spells either didn't harm the party or were much easier to determine the AOE (cast on a screen the party isn't in).