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One of the things that I've always disliked about the imaginary game worlds is that most locales are one shot deals. That is, once you've killed all the evil creatures someplace, it becomes an abandoned village and is literally dead space as far as the game is concerned. In the real world, there would be at least some squatters who move in, so why can't the game world mimic this?

Say, the blighted village becomes inhabited again after the player destroys the goblin village? Also, the druid grove seems rather lightly populated after the tieflings departed. I mean the entire population of that grove is like ten people? I wish there were more folks wandering around to make it seem more occupied.

The roads are also pretty scripted too. I wish there were more random banditry or refugees encounters, like you see with a game like Atom RPG. Makes the world seem alive with others and deepens the immersion.
I hope BG3 is Video Game foremost. DOS2 tried to be something else.

I would dump the open world design and go with locations. I havent really fully thoughts out this. But FFS, be a video game. Open world isnt that important for CRPGs anyway. Good turn-based combat, good characters, good story and some depthness and it should hit the mark.
Post edited June 16, 2022 by CyberBobber