Engerek01: You proved all my points.
No, quite the opposite in fact.
Engerek01: Stronghold quests are straightforward. They can be interesting, but they are simple. You go, you kill, you exit.
I think the strongholds are a great addition to the game, that helps to give something different and unique to each playthrough and adds to the replay value. You can try to trivialize them all you want, but as I showed with my planar sphere example, they are interesting and substantial side-quest lines in their own right. You still didn't point to any side quest line in BG1 that is as substantial in content as the planar sphere example.
Engerek01: Yes, the faction choice ONLY effects chapter 3, and ONLY a portion of it. Chapter 3 is NOT the whole game. You do the same things, for the same reason, and the rest of the game goes EXACTLY THE SAME. Nothing changes. Not a single thing. Tell me if I am wrong, state a simple thing that changes after Chapter 3?
I agree with you that the faction choice only really affects Chapter 3. That is true. But, even if it doesn't affect the later main plotline of the game, it still provides the player with an opportunity to make a choice that has a real affect on the game world. They are effectively deciding which of these factions is going to win out in their war and gain control of the Athkatla underground. Besides, again you can try to minimize it all you want, but even if it only affects that one chapter, it is
still more than BG1 has to offer, in terms of a branching of the main plotline.
Engerek01: If you think that Sarevok's character development was "little" you are exactly the sort of people I stated that BG2 and IWD was made for. Sarevok's character is actually detailed beyond measure. His ambition to prove himself to his father, his ingenious to take advantage of fear and lead the people of Baldur's Gate to disarray, Provoke Amn to do the same by different means, all beyond the shadow. The way he handled the Iron Fist and how he manipulated the Lords of Baldur's Gate and even his own father and his associates. You get these informations in almost every quest and every random encounter in BG1. It is not handed out to you.
And that's exactly the same thing you said. It is thrown into your face in BG2, because people like you were not able to comprehend the dept of characters of BG1. Irenicus appears right in front of you, every single time. No hidden messages, no character development, no single piece of information about him that you can actually use your intelligence to piece together. It is rubbed to your face, right from the start. You have to be a complete idiot to not understand it. You don't even have to think about it. In the end, it is a simple and straightforward story of a madman's lust for power, which we have seen millions of times in games and movies. Nothing more.
I strongly disagree with what you've written there and here's why:
Good character development requires both
background and
personality to be established. A character's background can be established through indirect means, such as documents, letters, second-hand sources. However, establishing personality generally requires interaction and
dialogue, in particular. When you boil it down, what is really the essence of role-playing? It's not combat systems and dice rolling, it is character interaction and dialogue, i.e. playing a role. So yes, the player gets some sense of Sarevok's background and history through secondary sources, like picking up the occasional pamphlet during the game. But, there is almost nothing in BG1 that give us any sense of his personality, because he himself barely features in the game and doesn't interact with the player. In fact, it could be argued that he is one of the laziest bad guys in role-playing, since he just sits in his chair for the whole game, getting other people to do his dirty work. He is totally passive, a hollow penata in a silly spiky suit, who only bothers to get out of his chair when the player strolls into his lair, and even then barely says anything. This is what I mean when I talk about a lack of character development.
On the other hand, Irenicus and his accomplice interact with the player throughout the game, which gives us plenty of glimpses into their complex and troubled personalities. He probably says more in the first 10 minutes of BG2 than Sarevok does in the whole of the first game. You criticize him for being 'in your face' all the time - I like that in an antagonist. To me, that is a good thing. The best RPG baddies are always the ones that actually interact with the player directly and build a rapport, rather than ones that are passive, detached and distant. I.e. the ones that have characters that are built during the game. I think Bioware did a fantastic job with Irenicus and his partner, in that they made them very active participants in the game right from the start, which helped establish character early on and gave the impression of them being like living, breathing characters. It's a masterful show of RPG villains done right.
Talking about dialogue, there are far more lines of dialogue in BG2 than 1, which is another indication of it's improved depth of character development in general.
Engerek01: About the D&D compression. Have you ever played a real, tabletop campaign of D&D? I've played, DMed, and watched thousands of hours and I've NEVER came across a Dragon yet. If you are one of those people that D&D is all about storming Dungeons, slaying dragons and loot, you are gravely mistaken, which actually shows your general point of view in the whole concept.
I've been playing RPGs for some 30 years, both PC and tabletop, so I'm hardly inexperienced. As I mentioned in my answer to the other poster above, I am not saying the game is 'all about' dungeons and dragons, but that those features are good things to have that are present in the setting and can enhance a campaign.
Engerek01: D&D is about using your imagination to create a world and live in it. It is about "make-believe".
Yes, I agree with you there. But, that goes for any RPG - that is what role playing in general is all about. But then, what makes D&D in particular special or distinctive? What makes the Forgotten Realms setting so popular among RPG fans in general? I think it would be disingenuous to claim that it isn't to some extent the FR world, lore and the creatures and characters that inhabit it. It's not just dragons, BG2 includes many other iconic D&D creatures that are often cited as favorites among fans - beholders, illithids, rakshasas, demons, a pleasant stroll through a Drow city in the underdark. BG1 has a handful of D&D specifics (kobolds, gnolls), but other than that many of the enemies are either humans, woodland animals or fairly generic fantasy fare, with the result that there isn't an awful lot that really identifies it specifically as a 'D&D' game.
Engerek01: And I do not judge you for enjoying BG2 more. It is an excellent game. But it is not acceptable to claim it is deeper and more complex than BG1 just because you were not capable of comprehending the ingenious dept and complexity of it.
Well, I find it less than acceptable for you to insult my intelligence, simply because I don't share your opinion. I live in a free country and I am entitled to voice my opinion, whether you agree with me or not.