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Karl A's avatar

I don't think it's too much of a hot take to say that the main quest of BG3 wasn't the most compelling. It serviced ferrying you around and let you enjoy its solid gameplay and great companions. It's very much a 'the sum of its parts is greater than you'd expect'. But also as you say, if the story didn't exist _at all_ BG3 wouldn't be particularly motivating. I think it did something very right by creating memorable and compelling characters in a variety of personalities so that the ones certain people hate other people love.

Mass Effect 2 remains one of my favorite games even though it's main plot is best described as 'and then nothing really happened and now Mass Effect 3 has to do all the heavy story lifting' because it was a fun 'assemble the team' game where you're showcased a lot of interesting characters and you can bring them along places and see them comment on things. Compelling characters can make you really interested in going along with an otherwise completely unremarkable plot.

To bring it to your own game series, a huge part of why I enjoyed Queen's Wish was because of 'my fantasy family'. You didn't interact with them all the time but they were a constant presence and they had personality and I wanted to feel like I could budge and influence them while still doing right by them. The overarching plot of the game isn't particularly complicated or twisty compared to Avadon, but the characters scattered in the world made it feel real and made me feel a lot more connected with the weight of the actions I was taking.

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Tony's avatar

I think it's fair to assert that every CRPG owes its existence to D&D. So when it comes to storytelling in a CRPG, or any video game that claims to have a story, one can compare a video game designer to a D&D dungeon master.

Some DMs "railroad" their players through a pre-planned story. The players do not have agency in how the story turns out. Any activity they perform is a mechanical exercise (combat, skill checks) that prompts the DM to tell the next segment of the story they wrote. It's effectively a Choose Your Own Adventure book that the DM is reading to you.

On the other extreme, some DMs create "sandbox" environments. There may be pre-planned or ad-hoc events that present challenges, but the outcome, order, etc. of what happens is through player agency. There is essentially no story planned out at all. The players are creating their own story through their actions and reacting to events thrown in their path to keep them busy if they can't think of anything else better to do.

I think when gamers say they want a good story, they're saying they want to *feel* something in what they are doing. If there's no emotional or intellectual payoff, then the story is no good. If the events in the game tug at your emotions or reinforce how smart you are, then you'll have a positive opinion about it. The twists and turns of unexpected events or revelations and the payoff of seeing how they resolve are intellectually stimulating, and the tug of seeing places or characters you've invested in succeeding or failing is emotionally stimulating.

A good CRPG provides plenty of player agency while still throwing them a curveball with unexpected events or revelations. A bad CRPG either railroads the player through a predetermined sequence of events, or it dumps a "clean the map" job at their feet with no surprises or emotional investment.

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