A Clever Mechanic in Baldur’s Gate 3 Weapon Remains Hidden, Setting an Example for More Games

A Clever Mechanic in Baldur’s Gate 3 Weapon Remains Hidden, Setting an Example for More Games


A pair of⁤ Baldur’s Gate ‍3 weapons have a unique twist that future games should take inspiration from. ⁣It shouldn’t come as too much of⁢ a ​surprise: Baldur’s Gate 3 is full of novel ​ideas, from its singular approach to player freedom ⁤to‌ its well-thought-out quests. ⁢However, the last place one would expect to find ⁣such innovation is in the‌ systems of weapons, gear,​ and equipment. These are borrowed straight out of Dungeons & Dragons’ Fifth Edition, and as such, don’t contain‌ many surprises. ​Unlike other borrowed mechanics, they’re not even subject to many of the differences between‍ Baldur’s Gate ‌3 and DnD.

But as it ​turns ⁣out,⁤ BG3 snuck its very own engaging ​weapon mechanic in there, even if‌ most players may never find it. It’s not totally new ‌- the same concept has appeared in ‍a ‍lot of classic ‌adventure games,⁤ and⁤ even featured in ​one of BG3’s fellow Game of the Year contenders. However, the ‌way it’s implemented here is totally different.

Two weapons that feature in Baldur’s Gate ⁤3, the⁢ Vision ‍of the Absolute and the Masterwork ⁤Weapon, ⁤must be cobbled together‍ from a variety of different parts scattered all throughout Act One’s maps. In ⁤a way, this is a nod ‌to a common mechanic in⁣ classic⁢ point-and-click adventure games. In those, it’s exceedingly common to find ‍broken pieces ⁢of​ important quest items lying about. ‍These ‌often can’t be used on their own, and must ​be combined to unlock a further area, or another necessary item. However,⁢ in​ a‍ game with a map as big as Baldur’s ‌Gate 3, this mechanic takes on a whole new character.

In⁣ the typical open-world‍ RPG, crafting⁤ is a bit more ⁣of a slog. Player characters ​pick up tons of crafting items throughout the entire game,‍ inflating⁣ their inventory weight past the ‍point⁣ of utility. If they’re lucky,‍ they’ll use ‍a‍ handful of them to make incremental ⁢upgrades⁢ to their gear, or to create⁢ huge stacks ‌of important items‌ they​ use regularly, like healing potions or weapon ⁤ammo.

This can make crafting feel like a chore: repetitive and unrewarding.‍ Players are constantly scanning for a myriad of different​ types‍ of tiny items, each of which is entirely useless on its‍ own. But even when they‌ are combined into useful items, the brief bonuses​ or slight⁤ upgrades they provide are disappointing in proportion to the ‌effort required to obtain them.

2024-01-06 08:41:03
Original from ⁢ screenrant.com

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