this post was submitted on 20 Nov 2023
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Gaming
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A lot of these games are working off of an assumed learned collective memory.
Think of movies, and their tropes. How do you understand that when a movie cuts to black for a second, and then suddenly shows a new location, that we did not just teleport? That the black cut indicates the end of a scene, and the start of a new one?
Think of how many games assume you know which button pauses, which opens the menu, which buttons move the character and which ones make you jump. Now, add another layer of controls. And another.
BG3 is also working with an assumed collective memory from DnD. Assuming you already learned about class vs race, and cantrips vs lvl spells, and turn order, etc.
It sucks when you miss large games that establish these things, but its also how art forms evolve. Games just dont yet have a way to easily re-teach them.
Yeah, if you've played DnD 5E I'd say you're already well on the way to knowing how BG3 works technically. If not, it's prolly a bit of a learning curve but the game does start soooorta slow at level 1, though 4 characters is a lot. Look up some common archetypes!
Or don't, and just pick what sounds fun!
Button bindings are almost always listed in the settings menu. And many games WILL explain those controls, usually with an option to toggle them on/off.
Often, yes, but not always, and thats only become a recent trend.
And just as many games dont, or only explain where their controls differ from the cultural expectations.
It applies to mechanics too, but thats harder to talk about without actual examples in front of you, and I dont have any good contrast examples off the top of my head