So, where is reactivity at? This game has 2 endings and no ending slides, nothing you do has any serious impact yet I hear people saying something about "reactivity" in this game.
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So, where is reactivity at? This game has 2 endings and no ending slides, nothing you do has any serious impact yet I hear people saying something about "reactivity" in this game.
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Outcomes and consequences can happen before ending slides and be significant. No idea if that is the case for BG3
>significant
The only significant things are the ones that affect the gear you get or characters you get to use. Everything else is insignificant. Often, it's either get good items or forego it with everything else being meaningless to gameplay.
Minor variations within the world that often do not affect the main story do not count towards the amount of endings in the game. Random shit like romances or some epilogue backstory stuff does not count as an ending since it happens after the game. There are only four endings to BG3
There are also only four endings for Fallout: New Vegas and three for Baldur's Gate 2.
>There are also only four endings for Fallout: New Vegas
Yes
>three for Baldur's Gate 2.
In ToB there are really only two endings, either ascend or don't. The Good/Evil distinction really count since it's all in the epilogue.
Eh, fair enough. Still, don't know why people are always so dependent on ending slides as a way to feel good about a game. Surely people can figure out on their own whether or not it was a good idea to release 7k technically innocent but blood-starved vampire spawn into the Underdark, or to become an illithid, or what not.
Most games just have endings that feel really abrupt. One minute you're in the final battle and the next you're staring at the credits. Ending slides get around that problem since they take up a fair amount of time between the end of gameplay and the credits rolling.
Best game that handled this elegantly that I can think of was Witcher 3. An honest-to-God epilogue.
Getting to choose who you bone is more reactivity than average gamer experiences in their real life.
just hit the gym, anon
You're only hitting minimum requirements there.
What games actually have impactful choices that really alter the ending? Contra Hard Corps has four routes with their own stories and final bosses. Based on your end of level choices. You're going to have to realize a game that dozens of hours long will have a singular ending but at best many paths to reach it.
there are 50 minutes of cut epilogue from wither
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It's a talking point stolen by tourists from here. It's going to be the next marketing buzzword for homosexual simulators like BG3.
I don't really care about ending slides, since I feel like they get used in really boring ways that cut off the way you could interpret the futures that might result from your actions. I think the ending could stand to feel a little less abrupt, however; maybe an epilogue scene where you're all celebrating your victory would be nice?
You shouldn't play games, just imagine a game in your head if you are that moronic
I think that things should be left to interpretation rather than doing very boring "where are they now" monologues.
>Less content = good!
No it shouldn't, laziness shouldn't be cherished. Even ending slides are left to interpretation because they are couple of words and there is no answer to what will happen in the future.
Sometimes you get different flavor text on your persuade rolls.
Ending slides are cool but if watching a power point slide is considered to be what determines, in your eyes, reactivity/meaningful choices, instead of the actual immediate tangible consequences of actions preformed in gameplay then you're missing the point. Regardless, BG3 is mid.
>reactivity means endings
>caring about endings anyway when the story is as record-settingly stupid as BG3's
>no ending slides
Bruv, how do you imagine ending slides working if the game can't track event flags in Act III?
I'm nearing the finale and see more and more references to the events that never happened.
...
Fookin Larian, never finishes late game...
>I'm nearing the finale and see more and more references to the events that never happened.
I agree, nu-DnD isn’t canon.
I feel a lot of dialogue and choices in Act 3 intentionally end up ambiguous. Either to postpone player choice for some reason or to avoid setting up flags or something. Like when you talk to Gortash, even if you turn him down he just lets you walk away like, you think about it .
Okay, which one of you homosexuals works as a writer for Larian?
I had zero expectations from the game. I couldn't stand Pillars of Eternity's long autistic rambling, but here the storytelling is okay. I started with 2 fighters, a cleric and a wizard - they all became archers out of necessity; never enough spell slots, never enough running distance, never enough chance to hit. Combat rewards me exploiting the shit AI and compensating for the aforementioned shit mechanics, rather than any kind of actual strategy. The inventory is very difficult to manage. A lot of the NPCs are cringe enough that I walk away from their quests or kill them. I like the impact one's race can have during interactions, but none of the branching seems particularly significant. Still fairly addictive.
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