Wasted opportunity for a monk stronghold ? (Spoilers)
Aranthys
Member Posts: 722
Anyone else thinking that rasaad temple from his quest is a wasted opportunity for a new stronghold dedicated to monks ?
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And mind you, I don't think it is fair of you to list "wasted opportunities" as opportunities that they created. Otherwise, it would be impossible to not have wasted opportunities. There is ALWAYS something more that could have been done.
General quests tied to the character, where having the character makes for a better experience, but that you can experience alone.
It could have easily been done for :
- Hexxat quests (beside her initial quest : each other "visit XXX tomb" quest could very well be done alone)
- Neera quests (You could very well join the campment, do the wild mage quests, find the wild mage, liberate the wild mages alone...)
- Rasaad quests (You could very well investigate that new monk order alone...)
- Dorn is a bit tricky, but they could have implemented the quests differently (Beeing asked to do the job directly from the demon alongside Dorn, or even without him, hell, you're a f*****g bhaalspawn), having the quests be more "dorn-centered" if he is in your party.
They did deviate a lot from the original implementation of quests, tying the quests directly to the characters.
In a way, it makes it pretty cool for these characters to have dedicated personnalized quests that are lengthy, on the other hand, everyone loses on it because it means HAVING to get them in your party to even start to have a go at this new content.
Conceptually-wise, it kinda sucks, and goes against how the original quests/NPCs were designed, making this new content "stand-out".... something that was also a bit problematic in the original game (Recruit XXX or get screwed on new content - yay)
It's not giving new options, it's forcing new options through NPCs.
Both the NPCs AND the new locations are new content, and I really dispise the fact that they were linked together - but that was to be expected somehow, since it's how it was done in BG:EE.
Note that the new content is pretty cool, for sure (Tomb raiding for hexxat, slaughtering for dorn, fighting against the red wizards for Neera, invistigating a monk order for rasaad), but the limitations about the way it's beeing delivered is a bad thing, in my eyes.
The main reason why you like a character is usually not just his quest :
It's due to :
- His/her abilities (Stats, class)
- His/her voice & personnality
- The way he/she interact with others NPCs (Jan alone sucks a bit, but he becomes hilarious with other NPCs alongside)
- The way he/she interacts during your quest, commenting and answering to situations depending on their view/opinions.
I mean, look : all of the quests of BG2 were implemented this way, you pretty much never require to have a NPC with you to do any meaningful quest : All the personnal NPC quests are side quests to develop the character.
There's only one exception, it's the planar sphere, and even then, you're given an option to do it alone by just killing that darn ranger.
I wouldn't really call them more or less "meaningful" just because they don't involve a new area. That's the only real difference.
I said that all the "big" quests in the game, even if that quest is tied to a character, are available without having to get that character.
On the other hand, of course, other characters do have unique quests, but these are usually "smaller, character-driven" quests.
I mean, all the new locations they've done could have very well be experienced by CHARNAME without these new companions : Having the compaions taints CHARNAME in a way (Lumia could have been also interesting as a good character, but with other objectives)
Just found out what I dislike, actually :
Their implementation switches the focus of story from your own journey as a Bhaalspawn to the journey of one of your party members, and this is a complete shift in the way NPCs / quests are represented in Baldur's Gate 2.
- CHARNAME has a dedicated quest in the stronghold, depending on class
- CHARNAME can access any "big quest" regardless of the NPCs
- CHARNAME can recruit any NPCs, each NPC opening banters, reactions, possible romance and personal quests
The design philosophy of BG2:EE was :
- CHARNAME recruit a NPC. That NPC has issues. You help him resolve issues, thus developping his character and helping him make big choices and achieve his goal.
> Rasaad staying as the leader and leaving the group
> Dorn losing a patron and becoming useless ( )
> Hexxat turning to dust
> Neera : Dunno, haven't done her ToB quest yet.
The "NPC" character development in Vanilla was much less important, the focus was on your own quest and your own agenda. NPCs were tied to your destiny : This new content switches that around. Simply in order to discover a new character, its interactions, banters and romance ?
I mean, it's like older characters : I've completed the game at least once with each character just for the sake of experiencing it.
If you HAVE to tie content to a NPC to make that NPC appealing, that means you've failed at making that NPC appealing in the first place, don't you think ?
Rasaad: Have a questgiver/informant give you location of Amphitheatre. Change some dialogue with the Master of Arms and Alorgoth at the end.
The entire infiltration of the Temple and pretty much every other conversation can be mostly left alone.
Neera: Make it so you can access the camp without her in the party (i.e. just have the scene fire when you enter the area). Make it so you can recruit/save Daxus without her with you (seriously). When you return to the camp have Neera there with Telana, you gain the location of the Enclave and pretty much everything other than the conversation with Lannath plays out exactly the same.
Dorn's is more difficult because his quest relates very specifically to him, and I'm not sure how it would work without him without some rather heavy re-jigging. Hexxat's quests in SoA are just incredibly boring, aside from Dragomir's Tomb for spoiler twist purposes. I'm honestly not entirely sure why anybody would even want to do them without her.
not to mention it puts you in an awkward situation were if you don't like an npc you either don't do the content or you just have to put up with it
That, and what's already been said in this thread; namely, slaving the new content to NPCs.
Overall, I'd say the EEs were successful (optimization, bug patching, etc.), but there's room for a LOT of improvement!
EDIT: Forgot to add that, yes, was expecting a monk stronghold. Much disappointment was had
i think valygar prefers it that way...
I can understand the disappointment with having to take the new people along for this content, but I can also understand the decision they made. For one, it means that the DLC (for devices that don't have it included) is not just a new hanger-on, but quest content as well. For another, it means that those people who want something as close to the original experience as possible, albeit with a better UI and bugfixes, can simply avoid the new NPCs in order to get that.
@Kaigen and @Aranthys I think making the new content part of their new npc's is part of the contract. I remember that the devs said at some Point that they are only allowed to add content related to their new characters. So every new Area (and dialog) has to be related to the npc's to be within the contract of not changing the core game.
But I have to admit that I wish they would make the twofold Temple into the monk stronghold (along a twofold monk kit please =P)
Have a nice day
The reason given was beamdog was restricted from altering the game but for very specific circumstances such as adding new content. So they added an NPC that led to the new areas.
Official explanation on this design choice:
https://forum.baldursgate.com/discussion/18052/enhanced-edition-characters-and-content
tl:dr "character areas" allows Beamdog to clearly separate new content for contractual reasons