I had been planning to play as a bard (I’m normally a rogue in RPGs, but we’ve got one in the party), then watched part of a Let’s Play where someone did, and the sight of the bard pulling out a violin in the middle of a battle was so ridiculous I immediately dismissed the idea because I knew I went be able to take my character seriously 🤣
I just finished downloading it and am playing as a ranger, and I’m not quite far into it enough to see how I like it, but I picked it because another Let’s Play I watched (I watched the first hour of several to see what it was like before I decided to get it) played as a ranger and it seemed interesting.
Maybe next playthrough I’ll give bard a go, just because I know they’re a good class.
Thing with bard is you do not get a bard companion at least in the beginning (I have only played so far into it). You get a cleric, thief, fighter, and wizard pretty early. Granted you can respec anyone to whatever you want but bardic inspiration combined with guidance from the cleric is pretty nice for the various non combat rolls and then it gives you two sources of healing word and bardic inspiration is pretty nice in combat as well. The biggest annoyance factor is the bard can't inspire themselves.
Two roll buffs and healing word is tempting. Good to know you get a thief early, although there’s also the question of whether to do one of the origin characters or not…
I couldn't get in to this game, myself. Granted, due to that, I've only played about an hour of it but this game felt much more like a Visual Novel than an RPG, to me. Stats seemed to have no bearing on anything other than what the narrative decided they have a bearing on. It was therefore, very difficult to figure out who my character was. Otherwise, you're just clicking on things and reading reams of text.
I get that they were trying to go for a more tabletop version of an RPG but without a DM, I find that near impossible to translate 1:1. I would have preferred a more Baldur's Gate approach to the game.
It’s more akin to Planescape: Torment than something like Baldur’s Gate. The game is dense with writing and dialogue, and the majority of it is derived from your stats. Granted, there are a couple of skill checks that you can’t fail due to being story important, but it’s only those two specific instances - everything else is heavily stat-based. There’s also ideologies that the game tracks, so you can be an egotistic superstar cop, a doomsaying apocalypse cop, a normal cop, or even a super-political cop that becomes more drilled down if you want to engage in the fascist, communist, moderate, and/or liberal aspects of the game - and the game does respond to that, including noting how you can be both a communist and a fascist, or some other combination of ideologies.
To help put it in perspective, your stats are, quite literally, your character’s brain. Having low stats doesn’t really impact the game, but you also can become sort of neurotic with high stats - which does have its upsides and downsides (except Encyclopedia, it will drown you in world-building exposition that doesn’t really help and drags out conversations at the higher levels). It’s much more “role-playing” and less “game”.
Stormlight Archive could be turned into such a good Dynasty Warriors style game.
Story-mode is literally just playing differing characters in each of the fights of the story, you could do at least 10-12 fights.
Campaign mode could be picking one of the 10 warcamps, each with different starting strengths, and racing, done via a base building / management interspersed with combat levels, to claim the most wealth.
@Pheonixdown@alyaza I had alot of fun doing a bares bones prototype of gravity lashing in 2d. Storm light is just ripe for all sorts of video game adaptations.
There are quite a few reasons. New to DnD or RPGs, want to just get into the game, want to experience the cool backstory for each origin character are a few I can think of off the top of my head.
Counterpoint: All the origin characters have bespoke side stories and dialogue, and one of them is a chaotic neutral rogue who is also a bisexual vampire twink.
(Given Sven’s advice here I’m probably just going to go with a drow or tiefling warlock, but Astarion is absolutely on the table for the second playthrough.)
At least to some degree, yeah. Each origin character has more to their background, different choices, etc that you can’t get through a play through where they are your companion
I don’t know how it is in this game, but in their previous game, each of the origin characters brought unique goals and quests into play, on top of the usual backstories.
Yeah in divinity the origin characters were great, and their storylines fun. I kinda hoped BG3 would have the same because I really wanted to play an origin character with some cool sub-plot that we uncover while playing the main story.
Bought it to try n Linux. I don’t have the greatest video card but I can play Dune: Awakening, Helldivers 2, Monster Hunter Wikds, Avowed, Black Myth: Wukong…
Borderlands 4 was stuttering on the barely animated character select. I lowered settings all as low as possible and it was still unplayable with delayed/missed input and stuttering.
Battlefield players don’t play battlefield though. CoD kids do.
They added class customization and crazy weapon unlocks. Optimized for “battlefield moments” instead of “using your brain.” They need the game to be adhd friendly which left no place for the Commander system. Reloading was changed to be magic per-bullet bullshit instead of based on magazines. They’ve cultivated a culture of “look at those buildings collapse, man I hope the next battlefield is like a Michael Bay movie, oh man it’s like battlefield 1 we’re so back”
If new battlefield games are fun for you then you are more like CoD kids than people who installed realism mods for 1942.
I go back and forth on this a lot. I’ve been gaming since the Atari 2600 and I agree this happens in games, but personally disagree that Veilguard was a clear example. I really enjoyed that title and platnum’ed it. I think it’s more likely, that just like music, movies and tv, expensive studios tend to use the most profit / least risk model. So if a game is appealing for age 1 to age 80 it gives them the least risk and the widest demographic. To further minimize that risk, every game has to have the same stupid Hollywood pitch lines of “Oh this game is <insert popular title here as X> but with a different Y and a new Z” in order to get traction from investors. Boring and dull are side effects of it. The fact it started to spread in the RPG genre is just another level of degradation.
“What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”
This is so baffling to me. So you’ve discovered your audience has a limited attention span. I can see that. But for the love of all that is holy, if you know this, why even make a game with a story in the first place? The thing with videogames is that stories can be minimalistic as all hell, or even optional. Just let the gameplay speak for itself and have the story be “defeat the bad guy on the mountain” or something.
As a fan of story-driven games, I absolutely am NOT advocating for complete removal of stories in videogames. What I was trying to say is that if Bioware knows that their audience has an attention deficit and is developing the game around this fact, you’re going to get a crap story. And judging by the reviews for Veilguard, that seems to be the case.
If Bioware is dead set on developing games for a crowd that watches twenty-seven thing simultaneously, why develop the story at all?
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