Baldur’s Gate 3 is an amazing game, I don’t think that’s really in debate within the gaming community. But I’ve played a lot of video games, and some of them were even very good. I mean I finished Tears of the Kingdom earlier this year and that was pretty wow. But for a video game, or any other source of media for that matter, to change my life is a high bar.
Talking just straight game-play, BG3 is a masterpiece that breaks new ground and then smashes it to bits with a hammer. The ability to play through the story basically any way you want to, to have your decisions have a lasting effect on events, people, and the world is just ‘mimics brain exploding complete with sound effects’.
None of which would matter if the story you were playing through wasn’t any good. I’m a writer. Story is important to me. I want my horizons stretched, I want surprising, yet inevitable, I want characters that I care about. That game gave me all of this. It also gave me something I didn’t know I wanted, which was to questions my choices, to agonize over decisions, to make mistakes. That is something that no other game has really ever let me experience, or at least not to nearly this extent.
The wildly divergent paths you can take also allows for another unique opportunity, besides just experiencing things differently, it also allows you to see, for the first time what a person’s response would be to different inputs in the exact same situation, allowing you to experience more story/reactions/emotion than would otherwise be possible.
It’s likely no surprise that I identify female and am head over heels for Astarion. But before my mind had really grocked the insane branching paths that were possible through different dialogue choices, I had gone through a good portion of my first play-through, choosing options and getting responses. On a second play through, I knew to dig deeper into the different options, and some of the responses gave such nuance to some of the things Astarion actually said.
As a writer it is impossible (and really, not advisable) to have a character to say everything they’re feeling. If they are even aware of all their feelings in the first place, it’s still just not efficient. But the ability to see deeper into dialogue and motivation by being able to look through the branching dialogue paths was just amazing. I’ve romanced Astarion in two different play-throughs, and both of them felt completely unique.
The branching story lines also allow each character to be that much more developed as a person, and not just a character in a particular story. Shadowheart can kill or spare the Nightsong. Astarion can complete the ritual or not. Lae’zel can remain brain-washed by her cult leader. Wyll can break from his patron. Gale can blow up the world. Karlach, well she’s a sweet cinnamon roll and would never do anything to hurt anyone who didn’t deserve it.
Normally we don’t get the chance to see characters go down these different paths, and it made the characters that much more real (as well as increasing the game’s re-playability) because there isn’t just one ‘right’ path. (Except making sure Karlach’s engine is fixed so she can touch people again.)
All this to say that my expectation of games is forever changed. There will always be something in the back of my head resenting the ‘movie’ style video game story. Whether or not anyone will ever hit anything close to it again, who knows? But now the meta has been changed.
In addition, because of this variability of people’s motivations and actions and such, I have a new appreciation for heroes who are not 100% good. I mean you get anti-heros in stories, but there’s still only that one path. I have been so inspired by the story and the characters in this game that I have written over 90k words of fan fiction, and by allowing myself to write around and be influenced by story and dialogue I did not write, I have felt myself stretching, growing, and changing as a writer.
And I will forever be a fan of this game and the people who put it together with such dedication and love.