migo said:
Not getting killed by wolves right after Imoen shows up and before you meet Montaron is not a sidequest. All you end up doing is save and reload until you finally get to the Friendly Arm Inn with everyone still alive.
Except that this doesn't happen, not even on the hardest difficulty. In fact, getting to your two first possible companions besides Imoen is a very easy matter, as simple as following the road.
I can kill Anhkegs with a party of level 1's on the hardest difficulty. You are making the game sound way harder than it is. It's a game for intelligent players no doubt, but as soon as you understand even the most basic mechanics, you (as a player) can come up with intelligent solutions to almost any given fight, including kiting, tanking, LoS abuse (give or take).
migo said:
I know where you're coming from, I like both. The thing is AD&D was designed for sandbox style play, where disposable characters are the norm. Baldur's Gate has a strict story that doesn't allow for a disposable main character, so the mechanics mesh really badly with the story.
That has to be some of the worst bulls*** i have read yet.
I will admit that it has always been a bit strange to me that the main character isn't allowed to die in BG when resurrection is possible (the obvious answer is that it's a general limitation of the engine, but that still shouldn't prevent BioWare from sticking a timer on resurrecting the main character before gameover), but saying that this makes the mechanics mesh badly with the story is just lunacy. How exactly? Please explain.
migo said:
If you had an actually open sandbox where you can go anywhere you want, whenever you want, and have threats of varying difficulty everywhere, that might be reasonable. That's not the case, you get railroaded along the story with too powerful enemies if you stray from the set path. That's a tactic used by dick DMs in AD&D. Emulating an asshole Dungeon Master in a computer game doesn't make the computer game good.
I'll repeat again: You are making the game harder than it really is.
Even playing on the original engine, the first Baldur's Gate isn't that hard. It's just about luring out the mechanics.
Baldur's Gate was praised by pretty much all critics for being so open-ended and allowing for such epic exploration. How you can be the only person that feels "railroaded" by the difficulty is beyond me, unless you are just very very bad at the game (which after all your posts starts to seem like a reasonable conclusions to me, no offense). Even the most powerful enemies in the game can be defeated by a party that is way below the intended level for killing that enemy by using the right tactics, even if those tactics had to be very advanced in extreme situations.
migo said:
Level scaling is necessary in a computer RPG with a set story. You can't work without it because it kills replayability.
Ironic statement considered Baldur's Gate is one of the most replayable games ever.
Level scaling is bad. Period. It's not "necessary" in any way, and Shamus Young explained pretty well in this article [http://www.escapistmagazine.com/articles/view/columns/experienced-points/6690-Ding-Now-You-Suck-Less.2]why it's a terrible messup.
A properly balanced game will manage to either provide some challenge if the player is above the intended level (or keep the battles or what lies beyond interesting at least), or give players ways to defeat the enemy if they are below level. Baldur's Gate in particular pulls this off, because as mentioned, the game lets you defeat even the most powerful foes with the right tactics and a minimal (underleveled) toolset if necessary.
The proof:
There are people who have defeated Baldur's Gate without a party using only a single character. Try that in Dragon Age and see how far you get. If Baldur's Gate was even remotely as hard as you make it out to be, that would be impossible. Baldur's Gate is one of the few games who actually allow REALLY skilled or creative players to shine.
migo said:
It's not that, you're simply speaking from nostalgia. Someone who hasn't played BG before and has played subsequent, better RPGs will be underwhelmed by it. I'm not knocking on your enjoyment of the game, I'm giving the OP the straight goods, which he deserves.
Given that I'm playing Baldur's Gate right now (yes, at the time of writing), and that I'm enjoying it about just as much now where i consider myself a pro/good at the game as i was back when i was a newbie and got kicked around almost as much as you apparently seemed to do, then i can definitely conclude that it has nothing to do with nostalgia. It has everything to do with Baldur's Gate just being damned well designed, and you just refusing to see it.
The only way a player will be underwhelmed by it because of subsequent RPG is because those RPG's doesn't demand much in terms of creativity and skill. That doesn't make them better games. Good games reward skill and Baldur's Gate manages that better than any subsequent RPG ever designed. Dragon Age, with it's terribly balanced difficulty, limited party decisionmaking and worse (Yes much worse) combat system needs to work harder if it wants to even compare.
Ninja Gaiden is also a very hard game, but it still recieved great appreciation from reviewers and gamers alike because the difficulty was never UNFAIR. You were only ever punished for your mistakes, and in the same way, Baldur's Gate is only difficult if you run head first into every battle without using your brain first. That doesn't make it bad.
I appreciate that you are giving OP your honest opinion, but allow me just to state it right here (with no offense intended): You are clueless about what constitutes good game design, and consequently what constitutes a good game.