--- title: "Baldur's Gate" author: Seth date: 2019-06-28 01:00 publish_date: 2019-06-28 01:00 hero_classes: text-light title-h1h2 overlay-dark-gradient hero-large parallax hero_image: baldurs-gate-1600x800.jpg show_sidebar: true show_breadcrumbs: true show_pagination: true taxonomy: category: culture tag: [gaming, rpg, dnd] ---

I grew up around games, but since I didn't use an OS that got many games, I didn't play many. But ever since it came out, I've heard about Baldur's Gate. It's a much-loved game that adhered firmly to the D&D rulebook, and now it's often referred to as an important step in the development of video games. And yet for a long time, I hadn't actually played it myself.

So when Baldur's Gate: Enhanced Edition came out for Linux, I jumped at the chance to get it and finally play the thing.

First Impressions

I'll admit it: my first impression of the game was that it was unexpectedly hard. Seriously, this is not one of those times you look back at history and smile quaintly. This is one of those times you look back and shudder at the brutality and coarseness of the Old World.

Most notably, the combat system is very difficult. I think I am secure in saying that I prefer the modern tradition of turn-based combat. The fact that everyone (even the game's own tutorial) says to "pause often or you will lose" tells me that Baldur's Gate meant to have a turn-based combat system, but just hadn't figured out how yet.

The problem with real-time RPG combat is that there is no clear attack, so you end up clicking on every character and then clicking on the target 30 times in a sort of "kill kill kill!" frenzy. Are your characters attacking? are they attacking as much as they could be? Are they attacking and missing? why? can I re-position them?

Re-positioning, or fleeing, is another problem. Sometimes a character gets low on health, so I pull them from the fray. Or I try to, at least. I click the character, I move them away. They start moving, but the enemy follows. Well now I have my character running away, the enemy running after her, and the rest of my team running after the enemy. And since most of them move at pretty much the same speed (unless one has a speed potion), they all have the same luck in catching one another. It makes the ability to flee pointless, and it makes defense meaningless.

On some characters, there appears to be a guard function, but I couldn't get a character to guard anything, and it seems like moving my characters between the enemy and my injured party member pointless, because the enemy just finds a path around my party.

So is all this realistic? I don't know, maybe it is and maybe it isn't, but realism in a point-and-click interface does beg some adjustment. Yes, it is more realistic that combat happens in real time, and it's more realistic that I cannot necessarily hedge in an enemy when there is an open field all around us. But then again, my characters can't hop over a waist-high fence. Nor can they circumvent an enemy as the last flourish of an elaborate distraction tactic that I have devised. So it seems a little unfair that the enemy can circumvent anything, even four or five armed people surrounding him. I don't remember enough about 2e D&D to recall whether there were Attacks of Opportunity, but I don't feel that they're in Baldur's Gate, and anyway the fact that I don't know whether they exist in Baldur's Gate demonstrates why real-time combat doesn't work. If the player isn't aware of what's happening within the time of a turn, then the turn is essentially meaningless, and if a turn is meaningless then much of the D&D mechanics go out the window.

Modern RPGs tend to have the computer act like a computer. In Baldur's Gate, the computer is basically just the DM.

For example, if your fighter finishes off an enemy, and an orc is two feet away hacking away at your wizard, your computer does not move the fighter to attack the orc. He just stands there, watching the party get slaughtered until you tell the fighter to attack somebody new.

That's just not done in modern games. The computer assumes that while in combat mode, every party member should be attacking someone.

Since the mouse interface isn't necessarily the most efficient way to manage every last move of 5 different party members, the Stop Time button is something that Baldur's Gate flat out tells you to use often, especially during combat. I have to assume this is why computer RPGs later went turn-based during combat.

Inventory

Inventory in Baldur's Gate is, I guess, one of the more realistic systems I have experienced. In fact, it can be frustrating because it's so realistic, but you have to admit that it just makes more sense than inventory systems in most modern games. There are lots of things to love (even begrudgingly) about Baldur's Gate inventory:

Acceptable Loss

Another lesson from combat has been about acceptable loss.

I think acceptable loss is a multi-faceted concept, and I pretty much am talking about all of it:

Interact-able Items

Discoverable items in Baldur's Gate do not glow.

Well, I don't remember them glowing in, say, Zelda, either, but I must have really gotten used to the glowing "hot" items of modern games. In fact, I remember just three weeks ago getting annoyed with someone in some random online forum for talking about how stupid it was for video games to make items glow. "They don't glow in real life," the user argued.

There's truth to that, of course, but then again, in the real world, you can pick any item up and do anything with it. In the real world, I could take a barrel and hide in it, or I could break it into pieces, and fashion a club out of it, or if I spent the time, I could probably make a sharp weapon with it, or I could pick it up and clobber someone with it, and so on. In video games, you have a finite number of options, so the fact that I do not have to spend all of my game time discovering what I cannot do with my surroundings is not really that much a drag for me.

On the other hand (and this was an unexpected revelation for me), not having random objects glow around me really does make the world more immersive. It's not something you notice until you think about it retrospectively, but it does make a difference.

Since objects that you can interact with do glow when you mouse-hover over them, you're not endlessly clicking around on every item (this works less well if you are playing a controller-based game; usually I prefer a gamepad, but for isometric RPGs, it doesn't really make sense). So in Baldur's Gate, I'd say this is all handled well.

Plan the Quest

I found out from Baldur's Gate that looking at goals and actually pursuing them is important. Not only that, but not going after a goal will lose party members who only joined you because they thought you were going after those goals.

This is rather how I started playing video game RPGs when I finally picked them up, and it's what I want to default to, but I feel like a lot of modern ones train you to be pretty flexible in what you are doing. You may be travelling half way across the map to go kill a demon, but along the way you'll encounter three side quests that you may as well do, and those lead you to a big quest that you shouldn't really do but it's within your current level and it'll boost your XP, so you do it... and so on. There have been times in some games that I've completed quests without even realising I was doing the quest yet. Quests just kinda happen.

Not so in Baldur's Gate. When you get a quest, you had better get to it. Concentrate on that quest and see it through to completion, or you may find party members parting ways with you.

This is another kind of practical realism, and I think I mostly prefer it. It makes you turn your brain on and think about what you are doing in the game world, rather than just run around aimlessly collecting loot, killing baddies in random encounters, and stumbling into quests whenever the game decides you have completed a goal.

It's Worth It

I don't have any nostalgic respect or fantasy about Baldur's Gate, but playing it has made me admire it for a lot of reasons, and also see some places where RPGs have improved things since. Admittedly, it's a mixture. I see the good things in Baldur's Gate, I see its shortcomings, but it has also helped me understand some things I sensed I didn't love about some modern games.

All in all, Baldur's Gate: Enhanced Edition is worth a play, especially if you haven't experienced Baldur's Gate yet. Just be prepared for a slight shift in play style.

Baldur's Gate, and Baldur's Gate graphics are copyright by BioWare.