Would you like to see a new story by Beamdog using the EE Infinity Engine?
Lemernis
Member, Moderator Posts: 4,318
Apologies if this has already been considered by Beamdog and ruled out. I've been away from the commuity for some time.
I recently went ahead and purchased BG3 only to discover that my computer can't run it. I was dismayed to discover that it would cost at least $700 to buy a new desktop to play BG3 at recommended specs.
That ain't happening any time soon... if ever... since I don't even know if I'll even like BG3--which let's face it, is an entirely different animal than BG 1 and 2. BG3 may be a great game, granted. But to keep it real, there's many other things I'd much rather spend that amount of money on. CRPGing isn't something I want to spend close to a grand on these days.
However! I still hold out a hope that I could conceivably yet enjoy a new CRPG game in this beloved setting of the Sword Coast--and using the (EE) Infinity engine:
Using all the resources available from BG 1 and 2 and the IWD games... Could Beamdog cobble together an entirely new story? Which of course is then a new game because the story is different.
I'd love for it to be set on the Sword Coast. I'd want it to be set roughly during the same time period as the BG series. But it could certainly be independent of the Bhaalspan saga. Starting at 0 XP. And like BG 1 and 2, it could follow roughy the same level progressions for games 1 and 2.
Now clearly the success of such a game would depend on the writing. (Fortunately, we already know that all the other basic components will work out amazingly well, right?)
It absolutely has to have a great story. My advice is you can't go wrong by following Joseph Campbell's monomyth at the most basic level. (Beamdog, I'm available if you're looking for a writer to consult on that!)
But anyway, a great plot, characters you want to spend time with, and fun dialogue. We don't have to try to replicate the sheer quirky charm of the BG 1&2 series experience. A new tale probably should carve out it's own unique identity anyway.
But think of it. A brand new story using the EE Infinity engine created with the resources available. A super-mod essentially.
I recently went ahead and purchased BG3 only to discover that my computer can't run it. I was dismayed to discover that it would cost at least $700 to buy a new desktop to play BG3 at recommended specs.
That ain't happening any time soon... if ever... since I don't even know if I'll even like BG3--which let's face it, is an entirely different animal than BG 1 and 2. BG3 may be a great game, granted. But to keep it real, there's many other things I'd much rather spend that amount of money on. CRPGing isn't something I want to spend close to a grand on these days.
However! I still hold out a hope that I could conceivably yet enjoy a new CRPG game in this beloved setting of the Sword Coast--and using the (EE) Infinity engine:
Using all the resources available from BG 1 and 2 and the IWD games... Could Beamdog cobble together an entirely new story? Which of course is then a new game because the story is different.
I'd love for it to be set on the Sword Coast. I'd want it to be set roughly during the same time period as the BG series. But it could certainly be independent of the Bhaalspan saga. Starting at 0 XP. And like BG 1 and 2, it could follow roughy the same level progressions for games 1 and 2.
Now clearly the success of such a game would depend on the writing. (Fortunately, we already know that all the other basic components will work out amazingly well, right?)
It absolutely has to have a great story. My advice is you can't go wrong by following Joseph Campbell's monomyth at the most basic level. (Beamdog, I'm available if you're looking for a writer to consult on that!)
But anyway, a great plot, characters you want to spend time with, and fun dialogue. We don't have to try to replicate the sheer quirky charm of the BG 1&2 series experience. A new tale probably should carve out it's own unique identity anyway.
But think of it. A brand new story using the EE Infinity engine created with the resources available. A super-mod essentially.
- Would you like to see a new story by Beamdog using the EE Infinity Engine?30 votes
- Yes, I would love to enjoy a brand new tale from Beamdog with the EE Infinity engine, designed using the resources available.60.00%
- Yes, I would prefer to get a new story in this vein but one that remains connected in a fundamental way to BG's Bhaalspawn saga13.33%
- No, I'm content with the BG EEs and I now look forward to BG3.  3.33%
- Other (explain)23.33%
3
Comments
Well, I cant imagine it's any threat or competition to Larian's BG3. In a sense it only works to increase interest in the BG series and increases the chance of getting new customers for BG3 and D&D gaming products. WotC and Hasbro probably wouldn't mind. Does Bioware even exist anymore?
Edit: Okay, lol, per Wikipedia I see that Bioware is still around. Beamdog already has a relationship with Bioware to have gotten the EEs made in the first place. It's really just a contractual agreement, depending on how much money such a new game might make, or other benefits it coud generate, etc., for all the various stakeholders.
The engine isn't Beamdog's to do with as they please. If Hasbro hires them to do something with it, like they did with the enhanced editions, and with siege of dragonspear, then they can use it for that job, but they're not really free to just use it on their own projects.
In the same way that when Zack Snyder gets to use Superman when DC hires him to do a movie in their DC Cinematic Universe, but when he's moved on to his Fountainhead movie he no longer has access to that character, as baller as that would be for his career if he could just take the full DC toolbox with him in all his future projects.
Well, of course it's ultimately a matter of whether the IP holders see a big enough financial opportunity and/or other benefits to them for Beamdog to make such a product. Yeah.
You're assuming they wouldn't be interested? (If so, you may be right! I'm just choosing to be optimistic.)
Seconded. I totally agree. New engine with the original spirit.
Of course even a Beamdog game in an IE reminiscent engine like Pillars of Eternity or Pathfinder would be great but I dunno, there is just something unique about IE that is not captured by the imitators. I can't out my finger on what it is but the way the games play just feels unique and great. I mean, they are backed up with a ton of talent from writing to dungeon design to something as small as gear. The IE games just feel so godamn unique and quality that I would have loved to have seen 100s of different games try and recreate it.
Sadly, the only thing I didn't want them to be was turn based tactical like a lot of the Unity engine CRPG resurgence games turned to. Whatever Beamdog do next please don't be a turn based tactical RPG pleeeeease.
Yeah, I completely agree. The whole point here would be to be able to continue to enjoy the same time tested beloved RTwP 2nd Ed. AD&D based gameplay of the BG 1&2 games--just with brand new story/characters!
None of that requires the IE though.
So, what I want from Beamdog is a new-IP, non-D&D, party-based cRPG with RTwP combat and using a modern engine.
Totally agree about WotC. It would be tough to play without mind-flayers, otyughs, Drow, beholders, Mystra, Tyr, Helm, Cyric, etc..., but it would be worth it to be unleashed from their arbitrary shackles!
I don't want to learn new things. And I tried the newer spiritual wishlist but none of them were really any good. Fallout3+, nwn, pillars, tyranny, etc. I only think the divinity original sins were any good.
No, for me ie is good enough to replay once a year with a mega mod list
IE is something I know and can do things with relatively easily. Suppose a new storyline comes out and I want to play it with a certain kit or rule tweak then I can just pull mod contents off the shelf in barely half an hour. I could even just install an npc and change its starting position and some minor patches in dialogue or area checks.
A new IE game will allow me to play and change quickly and continue playing.
People don't switch from old to new coding languages just because the new one is better. They stick to the old one for a long as possible because it supports their use cases and knowledge.
"Complex" like, multiclassing anything that's not fighter, mage, thief, cleric, or druid.
Anyway, there are ways around that. I have made kits that can swap class at will and you can make multi-class kits using spells from other competences resulting in druid-thieves, paladin-monks, bard-clerics, and whatnot.
Like I said, this is my personal experience that you asked about. You can make fun of that but it will not decrease my enjoyment with the engine.
Now, if there was a new setting I liked with a good base story and a toolset belonging to it that would allow me to create changes without excessive learning for the modifications I would like to make, then yes, I would give that a chance. But given the poor quality in replayability of the newer games, I do not see that happening any time soon.