Original Divine Divinity

Original Divine Divinity
>quest to heal 2 wounded men
>only 1 healing stone available
>have to listen to backstories and pick one of them while the other dies.
>however, through a series of convoluted steps you could obtain a magic mirror that when placed at a certain spot during a certain time of the day during a certain day of the month, you could duplicate the healing stone.
>if you take too long both die and you fail the quest.

Divinity Original Sin
>quest to heal two wounded men
>only one healing stone available
>you must listen to their backstories and pick one, the other dies
>no alternative way to finish quest
>cannot fail the quest, it just railroads you into a story cutscene.

what happened to this studio?

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boomers force the devs to allocate large parts of the budget to graphics and minimum to storywriting

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booming was a mistake

Might be time to replay Divine Divinity, I don't remember that quest. It was fun but had its frustrations as the melee character, apparently magic is more fun?

Either I am extremely lucky or this "specific" time is BS as I don't recall having any issues duplicating the stone once I had the correct item.

as far as I can recall you had to bring it to a fountain and you had to wait for moonlight, not sure about day of the month

Only thing I remember from Divine Divinity is getting sucked off by a vampire and losing a bunch of my stats.

Magic almost felt busted last time I played, you just go through potions like mad but that's hardly a problem. Since spells autohit (at least I'm pretty sure they do) you could ignore the whole first village and go up against the orcs outside with some decent arrow dodging for quick levels.

sounds tedious and likely some shit you'd have to google or would be tucked away in some in-game book halfway across the map in bumtickly nowhere.

>REEEEEEEE WHY CAN'T I MINMAX THE PERFECT ENDING

Ah yes, the boomer mentality

>beat boss in boss fight
>cutscene afterwards shows you losing anyways and not only that he brutally murders your friends for shock value
ah yes, good storytelling

>however, through a series of convoluted steps you could obtain a magic mirror that when placed at a certain spot during a certain time of the day during a certain day of the month, you could duplicate the healing stone.
nigga if you read anything the NPCs say to you you'll know the pond for duplicating the healing stone is a few seconds from the healer's shack and it duplicates shit at any time of the day

well 10 year old me couldn't figure this shit out fuck you

ah fuck you leatherhead

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I'll have to give it a try, cheers user.

I played a good chunk of this game. The last thing I remember was the orc raid or something. I could never talk to the guard captain around the fort because I accidentally lockpicked something and he aggro'd me.

The original sin games do have depth but it's hard to create firm narratives in a game that has to cater for multiplayer. It's janky and hard to follow with 2-4 players because the alternative is interrupting 3 people every time 1 guy talks to a story npc and forcing them to listen even when they are exploring a forest two miles away.
OS2 had some really deep miniquests like investigating the ambushed merchant caravan, but you will usually miss that shit in average playthrough

One thing that's been pretty consistent across all Larian games is that they've had great music.

youtube.com/watch?v=a_PZ2x2_vPI

There was no specific time needed for that to happen. All you needed was the magical mirror and some water.

Wrong retard, there's a book around the area you find the mirror tucked away which tells you the legend of the magic mirror and how it can duplicate items using another mirrored surfaced (or something to that effect) so you drop the damn thing in a puddle of water anywhere in the village and drop your quest item and boom, you are rewarded for reading lore and not being a brainlet.

The only timed quest causing shit to get stirred is when you let the guard captain guy into the village after he face rapes orcs outside and you don't report to the person they send you to (some militia captain in a fort) within like an ingame week or 2, because he sent your stupid ass to get an escort for the healers in that village, so if you wait to long people dont get healed and you mess up a questline. Very few if any other quests are timed like that one. Divine divinity is great.

>but it's hard to create firm narratives in a game that has to cater for multiplayer
Now I have really, really bad feeling about Baldur's Gate 3.

What's the point of having a difficult decision if you give the player the option to completely circumvent it? It's like if the trolley problem let you build a third track with nobody on it.

The practical or uncurious player makes his difficult decision, the Chad gamer who investigates his surroundings and learns shit reaps the rewards, the only circumvention is your small brain mass

advice on killing that sorcerous bitch with the evil dwarves in the cave or whatever?
The elven emissery is the only member of thr counsil of 7 I'm struggling with because I can't kill this bitch, I'm playing a magic caster if that helps.

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I'm fine with a quest having multiple solutions, but if the core decision is meant to be a moral quandary, having the option to skip the hard part makes the initial decision pointless. Remember in Fable II when you had to choose between saving the lives of the people who died building the bad guy's evil spire thing, saving the lives of your dog and sister, or a shit load of money? What would be the point of that decision is there was option 4: use a magical doodad to get all of the above?

>but if the core decision is meant to be a moral quandary, having the option to skip the hard part makes the initial decision pointless.
Galaxy brain answer right here.
Too many games don't focus on the moral problems they're supposed to present to the players and barely commit to them, either because they bail out with a "get both" option or because one of the options is overwhelmingly better than the other in gameplay terms.

This. I despise Devs who think this is a good idea.

I dunno dude, maybe rewarding somebody for paying attention to what NPCs say and the environment to get the magical doodad instead of having some gay moral shit? It's the closest vidya will ever get to having the equivalent of a fair DM who allows you to think outside the box, but since everything is pre-programmed it's still within the box.

This, the virgin Feeler vs the Chad Thinker -- reward your players for engaging with the lore and exploring your world, they might enjoy the game for more than poorly written moral quandaries that are dime a dozen. Not saying every quest has to have a Why Not Both winning ending but telling your player he's gonna potentially reap major benefits by exploring the world and its lore and the game by extension.

You realize boomer were the ones who made the good games back then retard?

There's a difference between rewarding a player for being diligent and completely negating what you set out to accomplish. If you think a difficult moral decision is dumb, then don't have one in the first place. Decisions are meaningless without consequences.