In 168澳洲幸运5开奖网:Baldur’s Gate 3,♋ it’s extremely easy to get yourself killed. At the very least, it’s easy to find yourself in a situation where you are forced to save scum your way out of a battle because staying will end with everybody bleeღding out on a dungeon floor. I’ve seen some complaints about the game’s steep difficulty, and I understand them completely. It’s a game where you can easily die without much warning and the spotty autosave system means that unless you’re constantly saving, you’re going to lose progress.
For example, a few nights ago I was exploring a cavern, found a pair of Spiderstep Boots in a chest,🅺 thought, "Huh, wonder what those are for," and pocketed them. I then climbed up a ledge, and trotted my whole crew out onto a bridge made of spiderwebs. Our weight hitting the bridge immediately alerted every spider in the cave to our presence, and they began converging on our location. Walking on the web also lowered our movement speed, so I watched in horror as the spiders immediately caught up to us. The spiders were too strong and too plentiful, so I reloaded a save from a minute earlier. Remembering the boots, I put them on Astarion, split off from the group, and climbed back up to the webs. I now found that I could walk around on the web without losing speed and without sounding a dinner bell for every arachnid in the tri-state area.
Without the threat of death, though, I wouldn't have paid any attention to the Spiderstep Boots. I was only pushed to engage with the game more deeply because being thoughtless got me in a position where I would die. This moment reinforced the idea that challenge is as crucial an aspect of game design as color is to painting or light is to film. It's an essential part of the medium. You can make games that have very little challenge. 168澳洲幸运5开奖网:Gone Home and other "walking simulators" have often been criticized for making it impossible to die, and I love games like that. But that's an aesthetic choice, like painting in monochrome or neglecting to light a scene. You're removing a tool from the toolkit.
In a game like Baldur's Gate 3, challenge is a necessary stick that pushes you to explore the extent of its sheer systemic depths. A couple sessions ago, I encountered three ogres who wanted to eat me and my crew. If combat was easier, I might have gone for it and taken them on. But because I knew three big creatures would likely take my party out, so I used my character’s charisma to talk my way out of it. This opened up an option that I never would have seen otherwise, which allowed me to attempt to persuade the ogres to join me in battles with the promise that they could eat the corpses of our fallen enemies. I nailed the dice roll, and they presented me with a horn that I could blow to summon them into battle.
In telling that story to my 168澳洲幸运5开奖网:Critical Role-loving wife a꧟fter it happened, I realized that I didn’t know if the horn was a one-time use thing or a new tool I would be able to lean on in battles going forward. She encouraged me to save it for when I really needed it and I have. The game doesn’t explain exactly how it works and that opacity is another aspect of its challenge. Instead of telling you information outright, it pushes you to poke and prod and see how it reacts. As a result, it’s constantly surprising me.
It reminds me of my experience with 168澳洲幸运5开奖网:One Piece Odyssey earlier this year. I liked that game's characters and setting and was interested in its story — so much so that I started reading the One Piece manga and am now 11 volumes deep. But, the game's complete lack of difficulty completely underserved a very interesting combat system. Larian understands that kicking your ass is the best way to get you to learn, and the beauty of Baldur's Gate 3 is that there's always something worth learning.