Posted September 30, 2013
I've been a massive fan of Baldur's Gate ever since I saw the first screenshots back in 96 when almost nobody else knew about the project. It's a game series that has always been in my top 5 of all time and for 99% of it, I love it to death. However, there has always been one niggling thing that has bothered me about the series, something that flies in the face of the P&P game it was derived from.
What I'm talking about is actually two related problems. The first issue I have is the way the game almost requires save scumming/reloading to defeat many encounters. It completely goes against how pen and paper games work. In tabletop D&D, when things go wrong in battle it means that you deal with it, you move on and adapt. No decent DM I've ever known lets you simply roll again or pretend things didn't actually happen they way they did. Even if a DM wants to fix things, he does it with sleight-of-hand or provides other "avenues" to make things good over time. But a blatant "Do-Over"? No, that doesn't really exist in classical Role-playing games. Not that I'm saying this isn't a problem in nearly all video game RPGs, but one that stands out like a sore thumb in a game trying so hard to mimic the table-top game it was based upon.
Not only that, but many of the battles, especially with high level mages in BG2, practically require you to do test runs to let the mage empty his spell book so you can find out what he's got. Only after determining his power can you "do it for real" and actually beat him. Even if you're not intentionally trying to cheese encounters, many areas in the game are near-unbeatable without doing this.
Spellhold is a good example, especially if you're a new player and didn't know what was coming. If you simply let party members die with no reloading, you're going to have almost an impossible time actually getting out. This means you really have to start the entire game over if you hope to finish the game. So A, either you have played the series so many times that you know exactly how tough each encounter is and how to prepare for it to win the first time, or B, you are a new player and decide to grind for levels before each quest just to be "safe". The bottom line is that you're bound to get a meta-game experience that deeply hurts the immersion of the game.
I personally hate this aspect of the BG series. I would much rather just let the chips lie where they fell. If I lose half my party in the Underdark with no money to rez them before taking on the Balor, so be it. I should be able to deal with it somehow. I shouldn't be required to save scum each and every battle to get through the game successfully. To me, that's a slap in the face to P&P RPGs. A highly experienced player, who knows the game inside and out may not have this problem, but then you're simply meta-gaming by having prior knowledge of what to expect anyway.
My personal solution to this problem is to let the chips fall where they will and go on, even at great difficulty. Is it hard? Of course. At times it is REALLY hard. You can't tell me that losing half you party to a band of wandering skeleton warriors right before fighting the Shade Lord at Umar Hills doesn't make you want to hit the load button. It takes an incredible amount of self-control to decide to you're going to trudge back to town to rez your party. Sometimes you don't even have enough money to do so and it may require another 2 hours of cash gathering just to be able to bring back your healer or someone else important so you can finish the original quest you started.
But is it impossible? No it's certainly not, I know there are people out there with the kind of patience required to play this way (for the most part at least). Check out this guy's let's play of BG1 to see someone essentially playing without scumming and without grinding. I admire this guy a lot for his way of playing these games, but even he sometimes had to cheese a few fights just to have a prayer of winning later on in the series.
But this brings me to my second problem. Let's say I want to avoid save/reload scumming by simply letting things happen, why then must my main character's death force a game over? And before I hear, "well he's essential to the plot and must live for the game to work", let me just say that this is not necessarily true even now. I can export my main character and import him into another game as a secondary character already in multi-player. So mechanically, even now, the game supports the idea that you can swap out main characters. But on the flip-side of the argument, I think the game is somewhat broken already because of this. How does it make sense that the main character essentially never dies through the entire Baldur's Gate saga when everyone else in his party does at some point or another? That just seems horribly unrealistic to me. If I were Imoen after about 200 hours in I'd start to question why is it that this guy is so darn lucky all the time?
So what I would like to see is a mod that, rather than giving you a game over when CHARNAME dies, nothing happens, the game continues on with the main hero dead like anyone else. Would the story or plot become bugged and or broken after that? I don't know, but I honestly don't care as long as I'm presented with the opportunity to continue onward. I could resurrect my character later. I know this is possible in the Infinity Engine as this is how it works in Icewind Dale and some people have actually produced this by accident in their own BG game. There must be a flag somewhere in the code that starts the game over sequence that can simply be turned off when the main character dies. I'd love to know how to do that or where to look.
Anyway, I think I've made my point. The first problem is annoying but not impossible to get around if you're willing to be frustrated a lot. I don't think that's really fixable - I have a strong hunch the game itself was designed around the idea that you're supposed to cheese encounters quite a bit. Even though it sort of flies in the face of the entire purpose for resurrections. To fix that would mean you would have to throw the baby out with the bathwater and redesign the whole game to work more dynamic. The second problem is unavoidable unless a mod was written to override the game over screen - which I would love to get my hands on.
What I'm talking about is actually two related problems. The first issue I have is the way the game almost requires save scumming/reloading to defeat many encounters. It completely goes against how pen and paper games work. In tabletop D&D, when things go wrong in battle it means that you deal with it, you move on and adapt. No decent DM I've ever known lets you simply roll again or pretend things didn't actually happen they way they did. Even if a DM wants to fix things, he does it with sleight-of-hand or provides other "avenues" to make things good over time. But a blatant "Do-Over"? No, that doesn't really exist in classical Role-playing games. Not that I'm saying this isn't a problem in nearly all video game RPGs, but one that stands out like a sore thumb in a game trying so hard to mimic the table-top game it was based upon.
Not only that, but many of the battles, especially with high level mages in BG2, practically require you to do test runs to let the mage empty his spell book so you can find out what he's got. Only after determining his power can you "do it for real" and actually beat him. Even if you're not intentionally trying to cheese encounters, many areas in the game are near-unbeatable without doing this.
Spellhold is a good example, especially if you're a new player and didn't know what was coming. If you simply let party members die with no reloading, you're going to have almost an impossible time actually getting out. This means you really have to start the entire game over if you hope to finish the game. So A, either you have played the series so many times that you know exactly how tough each encounter is and how to prepare for it to win the first time, or B, you are a new player and decide to grind for levels before each quest just to be "safe". The bottom line is that you're bound to get a meta-game experience that deeply hurts the immersion of the game.
I personally hate this aspect of the BG series. I would much rather just let the chips lie where they fell. If I lose half my party in the Underdark with no money to rez them before taking on the Balor, so be it. I should be able to deal with it somehow. I shouldn't be required to save scum each and every battle to get through the game successfully. To me, that's a slap in the face to P&P RPGs. A highly experienced player, who knows the game inside and out may not have this problem, but then you're simply meta-gaming by having prior knowledge of what to expect anyway.
My personal solution to this problem is to let the chips fall where they will and go on, even at great difficulty. Is it hard? Of course. At times it is REALLY hard. You can't tell me that losing half you party to a band of wandering skeleton warriors right before fighting the Shade Lord at Umar Hills doesn't make you want to hit the load button. It takes an incredible amount of self-control to decide to you're going to trudge back to town to rez your party. Sometimes you don't even have enough money to do so and it may require another 2 hours of cash gathering just to be able to bring back your healer or someone else important so you can finish the original quest you started.
But is it impossible? No it's certainly not, I know there are people out there with the kind of patience required to play this way (for the most part at least). Check out this guy's let's play of BG1 to see someone essentially playing without scumming and without grinding. I admire this guy a lot for his way of playing these games, but even he sometimes had to cheese a few fights just to have a prayer of winning later on in the series.
But this brings me to my second problem. Let's say I want to avoid save/reload scumming by simply letting things happen, why then must my main character's death force a game over? And before I hear, "well he's essential to the plot and must live for the game to work", let me just say that this is not necessarily true even now. I can export my main character and import him into another game as a secondary character already in multi-player. So mechanically, even now, the game supports the idea that you can swap out main characters. But on the flip-side of the argument, I think the game is somewhat broken already because of this. How does it make sense that the main character essentially never dies through the entire Baldur's Gate saga when everyone else in his party does at some point or another? That just seems horribly unrealistic to me. If I were Imoen after about 200 hours in I'd start to question why is it that this guy is so darn lucky all the time?
So what I would like to see is a mod that, rather than giving you a game over when CHARNAME dies, nothing happens, the game continues on with the main hero dead like anyone else. Would the story or plot become bugged and or broken after that? I don't know, but I honestly don't care as long as I'm presented with the opportunity to continue onward. I could resurrect my character later. I know this is possible in the Infinity Engine as this is how it works in Icewind Dale and some people have actually produced this by accident in their own BG game. There must be a flag somewhere in the code that starts the game over sequence that can simply be turned off when the main character dies. I'd love to know how to do that or where to look.
Anyway, I think I've made my point. The first problem is annoying but not impossible to get around if you're willing to be frustrated a lot. I don't think that's really fixable - I have a strong hunch the game itself was designed around the idea that you're supposed to cheese encounters quite a bit. Even though it sort of flies in the face of the entire purpose for resurrections. To fix that would mean you would have to throw the baby out with the bathwater and redesign the whole game to work more dynamic. The second problem is unavoidable unless a mod was written to override the game over screen - which I would love to get my hands on.