Posted November 04, 2020
Throughout the industry, just about every game that has single player with real-time elements has a functioning player controlled pause that will entirely pause the game. In a handful of games, a window might pop open or they might darken the screen. In the Baldur's Gate series, pausing, queuing actions, then unpausing is pretty standard gameplay.
Baldur's Gate 3 doesn't have a proper player controlled pause remotely similar to any games that I've ever played, especially the Baldur's Gate series. For reasons that baffle me, the Divinity developers and fans alike absolutely hate the idea. The developers have even gone so far as creating the Divinity engine to make it impossible for modders to make a functioning player controlled pause.
Some Divinity fans might point to pressing Escape or entering Baldur's Gate 3's turn-based mode. Pressing Escape will pause the player, but it doesn't properly pause the game nor most of the NPCs within it. Turn-based mode, which cannot be entered when any background combat is occurring, also won't pause a good portion of the game. In no way, do either of these act like pausing will in any other games that I've played, particularly the Baldur's Gate series. These aren't bugs, but intentional engine limitations.
I've made requests for adding a functionable player controlled pause, but Divinity fans have flooded the request with negative feedback or bad information. It's my hope that Baldur's Gate 3's developers might actually read one of these requests and lift the ban against having a proper player controlled pause. I'll be the first to admit that I don't know much about coding, but how hard would it actually be to, at least, allow modders to fix something like this?
Baldur's Gate 3 doesn't have a proper player controlled pause remotely similar to any games that I've ever played, especially the Baldur's Gate series. For reasons that baffle me, the Divinity developers and fans alike absolutely hate the idea. The developers have even gone so far as creating the Divinity engine to make it impossible for modders to make a functioning player controlled pause.
Some Divinity fans might point to pressing Escape or entering Baldur's Gate 3's turn-based mode. Pressing Escape will pause the player, but it doesn't properly pause the game nor most of the NPCs within it. Turn-based mode, which cannot be entered when any background combat is occurring, also won't pause a good portion of the game. In no way, do either of these act like pausing will in any other games that I've played, particularly the Baldur's Gate series. These aren't bugs, but intentional engine limitations.
I've made requests for adding a functionable player controlled pause, but Divinity fans have flooded the request with negative feedback or bad information. It's my hope that Baldur's Gate 3's developers might actually read one of these requests and lift the ban against having a proper player controlled pause. I'll be the first to admit that I don't know much about coding, but how hard would it actually be to, at least, allow modders to fix something like this?