So like many others I've felt really let down by BG3's gameplay reveal. I've felt like the game had nothing to do with
BG in both gameplay, feel and atmosphere.
Some things will not change, like the fact that it is turn based. Larian wants to leverage it's existing technology and do what it does best, I can understand that, even if I understand why many are disapointed.
However, some things can change until release date, and the early access period will be the prime time to make those criticism heard and hope they end up changing the game.
The main problem I see is that the game FEELS way to similar to DOS2, and does not evoke any semblance of atmosphere similar to Baldur's Gate. The good news is that there are some easy solutions that could really help that feel. Some have already been suggested, like UI recolor/placement tweaks, etc.
It's important that Larian understands that they need to nail an identity in artistic direction, feel and atmosphere that is really distinct from DOS2. It's ok that the game plays similar to DOS2, it's the kind of game the studio knows how to make, it's ok. But it must not FEEL like you are playing DOS2.
I invite everyone to share what they think could be done to help BG3 find a distinct identity, without asking Larian to change the whole way the game works.
Here are suggestions I think would provide great return while asking only reasonable investment :
Have "painterly" portraits instead of 3D portraits for characters.
- Allow players to create and import custom portraits (good
for the community also, not just improving the
BG feel)
Changes to the UI
- Less modern, less MMO like
Heavier, more rustic textures and colors, like the stony feel of
BG1 and 2
Use icons that call back to
BG's icon styles (avoid the rainbow of brightly colored mmo ability hotbar)
- Arrange portrait differently, there's already been some good suggestions on the thread about that
Changes to abilities feedbacks
- The gameplay reveal felt like a 100% re-use of DOS2's casting and ability use animations and effects
Instead, use different effects to carve BG3's own distinct identity
- Spell cast animations should re-inforce class identity
In DOS2 everyone ues magic in a similar way, but not in D&D.
Casting a memorized arcane formula (wizard) must feel different than pleading your god
for assistance (cleric)
Have different audios and effects to reinforce this. Ex. Wizard arcane incantations audio, Cleric prayers and pleas audio.
- Non-magic abilities should feel like that : non-magic
Important to preserve class identities and fantasies
Ex. "PinDown" bow ability, used by the Rogue in demo, has this crazy energy swirl followed by massive blast of light infusing the arrow....it's a Rogue firing a well placed shot, not a supernatural arrow of light. This kills the Rogue fantasy. Imagine firing a stealthy shot from the shadows with these kind of effects. Not very stealth like.
- In general, less dramatic animations on ability used.
Casting magic missile should feel different than casting meteor.
If everything feels like your casting a level 9 spell, then there's no contrast, and no emotion when something big happens.
I'm sure there's many more cheap wins that could be had. Let's focus our feedback on these and hope Larian will listen and iterate on them during early access.