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Baldur's Gate - Version, Release and Demo History
Dark Savant found an interesting article on Nerdly Pleasures about the version, release and demo history of Baldur's Gate:
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24 years old. It's weird that this came out just three years before 9/11. In computer gaming terms this is almost ancient history now. I'll bet many modern PCs can't even load the original disks because they no longer have a media player.
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BG sits at roughly the halfway point of gaming as we know it. So much innovation and change in the 24 years before BG… The post-BG era seems so stale in comparison. Playing BG back in 1998, I would have expected so much more out of 2022 :lol: |
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I still have the original paper case and cd's for Baldur's Gate and remember buying the game for my first PC along with Fallout in the 90's. Nowadays I use the GOG version.
I also remember the game didn't run good on my old PC with slow stuttering.:( |
I was playing this game whenever EQ 1 testing was down or I was in-between sessions. I've played it a few times since, still excellent, and far superior to most of what is being released these days, in my opinion.
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Seeing the comments in this thread proves that one thing has definitely gone stale in the last 24 years, and it's not video games.
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Unfortunately, I'm looking at the Black Geyser steam discussions and someone's 'complaint' is that they wont play the game until the game has 'improved the banter between companions'. *rolls eyes* |
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Civilisation. What needed improving from Civilisation II? 1. AI - just trying to find an AI that wasn't as abusable and acted in a bit more rational way, which could be adjusted for difficulty rather than adjusted for giving the AI physical bonuses. 2. An end to end-game slow-down, when there were so many calculations at the end of each turn by the industrial/modern era that pressing end-turn would result in a 2 or 3 minute 'loading screen'. Surely more computing power would naturally 'solve' this at some point. Alas, no. 3. Structure the game so that it didn't race you through the ancient eras but instead provided an even gradient of time-passing, thereby removing the inevitable technology mad-grab to simply advance yourself away from the AIs. All of which would enable: 4. Actually interesting and properly tactical conflicts or interesting tactical methods to avoid conflict, via a combat system that was slightly more evolved than watching a single knight attacking a single swordsman and a diplomacy system that isn't solely geared towards providing opportunities to either gauge money or incite war. and 5. The ability to zoom in and out whereby zooming into an area allows for intricate city building as oppose to "your city now has a barracks", a field of battle that isn't one troop covering 50 square miles and a visual representation of your growth as planned by you. Zooming out for the strategy and zooming in for the tactical. An economy based on real limited resources rather than generic money from squares. To effectively combine in perfect unity the 4x and city building genres to create a wonderful sim that is still abstract enough to not be pure busy-work and above the level of the individual but at the same time with enough sim detail to actually feel like you're running a slowly expanding culture in a completely random environment (as oppose to a mathematical race to XYZ tech or city limit threshold). I'll do RPGs tomorrow or something. If you like? |
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edit: also, I checked the Steam forum for Black Geyser and was expecting to find a giant wall of text in the thread where the guy said he needed companions banter. Don't see anything though - disappointing. edit2: one thing that, in 1998, I probably figured would be standard in RPGs by 2022 is NPCs having day/night schedules, or something along those lines. ie more of a living world. |
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Immediately your 'priority' is a pointlessly detrimental focus to what should be a core focus. |
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It effectively enforces increased back-tracking, enforces a focus on human interaction and becomes entirely pointless when exploring a dungeon. It's a good fit for games that base their gameplay around it, but bad for a general RPG. It works well in city environments but is a pain in the ass in wilderness environments when all it does is tend to make it harder to define (see) your surroundings, especially if you play in real life daytime. |
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I think you did play KC: Deliverance right? Did you not think it added to the feeling that you were really in the middle-ages? |
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