Critical thinking in BG.
I was a married father when this game came out in 1998. I started gaming again, by doctor recommendation, after a traumatic head injury. Gaming also relieves anxiety, that's true for most I believe. My age puts me near the beginning of video games, many quarters were dropped in various machines. I studied PAC-MAN and Donkey Kong strategy books. I really spent A LOT on Williams Defender and Galaxian both of which I flipped the score on. You could do that back then. Girls came around and I left it all behind. I was shocked when a, $300 a visit, neurologist suggested, I go back for more at almost 23 years old. I bought all the remade oldies, some new Lucus Arts stuff. My kid brother knew I used to roleplay D&D and Gamma World, he turned me on to Pool of Radiance. That's how I eventually found Baldur's Gate. I tell you this, because now that I'm widowed, I have time to spend watching Gamers game. For the most part they all play like children, the developers play to this, by tweaking things to address complaints. Baldur's Gate was designed by adults for adults, but they understood where their margins would meet, and wanted a new generation to experience roleplay. You could rob anyone and actually access inventory of any successful pickpockets NPC. Take and give items. You could kill any moving thing in the game with or without consequences. Depending on which character you initiate dialogues they would change. Party members mattered. The changes didn't stop there however. The journal had a perception of being broken, by this time, was on my second playthrough. I realized it wasn't. The quest wouldn't show complete, if it was resolved incorrectly. I semi hack and slashed my first playthrough, I couldn't find my way out of Candle Keep for two nights. I wasn't "common core" educated and had to critically think every day trouble-shooting problems. There weren't a lot of resources, at the time, I was on the front line, it being so new. I took notes, listened to the game, thought about my character as it was, and got lucky. I discovered a completely different experience from my first playthrough. Reactions and character dialogues changed, unresolved quests resolved, see characters that I missed before due to time and destination choices. ECT.. The game mentioned you're supposed to be in a hurry. AOln tells you the wolves are to be ignored. The encounter at the Friendly Arm too tuff, I exercised free will and went some-where else. When you talked to the priest in Candle Keep, if you were lucky enough, he would mention a forest to the north. I think the guard talks about torches outside. That used to mean something. Those dialogues would unlock cloakwood and you could go there to die usually. There was a way to live though. When you just look at a highlighted object by interacting with it that by design is attempted robbery. I don't really agree with that, but you are reminded of it though out the story. Touching a dead body is bad. So looting them is worse because you are stealing from their kin. Just making a living. Besides, you are no better than the supposed bandits. Common sense. A child however assumes if it's there it must be mine. I don't know how much is not removed or tweaked out of existence, I just notice clues every where and nobody ever takes the road.