Dark Souls comes out on top for me, it has very weighty and satisfying combat system in my honest opinion although I'd be remised if I didn't mention Fallout's V.A.T.S system.
They were more complex because they... were more complex. I know it's a tautology, but just compare what you can actually alter or change in DA:O. You have fewer party members to begin with, which severely limits possible creative combos; fewer classes, which limits interesting cross-class party mixing and even singular builds down to a tiny list; and fewer spells, all of which are less complex than those in BG.Chris Tian said:I often get the feeling that those "the old games were so much more complex" statements come from a place of nostalgia and simply the fact that we all were alot younger when we first played these games, of course they seemed very complex back then.Eduku said:snip
I mean you are right that Baldurs Gate had all these sub- and hybridclasses but most of them were just slight variations of the mainclass, and you can build your chars in several different ways in DA:O too. You can build a heavily armored healer guy aswell as a Fighter who uses little armor and concentrates on offense.
For the other point, well thats just my opinion, but i like it more that I have to specialise my characters to do one, maybe two jobs very well instead of branching out, i found that to be most effective in BG too.
On the lower difficultys you can run around with whoever you want in DA:O too. Only on Nightmare(and probably Hard, but i never played that) you have to use the more effective setup of tank, healer, and two damage dealer.
Thats again a thing I like better, than just having six autoattack machines run around.
Well I was going to write a few paragraphs in response, but you pretty much said what I was going to say, so uh, +1 I guess. Basically it's mostly about freedom of choice in building your character, and BG excels in that.AuronFtw said:They were more complex because they... were more complex. I know it's a tautology, but just compare what you can actually alter or change in DA:O. You have fewer party members to begin with, which severely limits possible creative combos; fewer classes, which limits interesting cross-class party mixing and even singular builds down to a tiny list; and fewer spells, all of which are less complex than those in BG.Chris Tian said:I often get the feeling that those "the old games were so much more complex" statements come from a place of nostalgia and simply the fact that we all were alot younger when we first played these games, of course they seemed very complex back then.Eduku said:snip
I mean you are right that Baldurs Gate had all these sub- and hybridclasses but most of them were just slight variations of the mainclass, and you can build your chars in several different ways in DA:O too. You can build a heavily armored healer guy aswell as a Fighter who uses little armor and concentrates on offense.
For the other point, well thats just my opinion, but i like it more that I have to specialise my characters to do one, maybe two jobs very well instead of branching out, i found that to be most effective in BG too.
On the lower difficultys you can run around with whoever you want in DA:O too. Only on Nightmare(and probably Hard, but i never played that) you have to use the more effective setup of tank, healer, and two damage dealer.
Thats again a thing I like better, than just having six autoattack machines run around.
The BG class list is HUGE, by the way - it's not just warrior, thief, mage and subtypes for each, there are many that break the mold completely - even some of the subtypes stray so far from the path they seem like a different class entirely. Bards, paladins, druids, clerics, rangers (rangers like Aragorn, that can wear real armor and fight in melee if need be) are all base class types, with subtypes for each, and sorc/barbarian are also available for more specialized melee combat or casting allowance based on preference. The last two don't differ much in playstyle from their more common brethren, but the first 5 all have unique playstyles and viable builds, not to mention how much variation each has with its subclasses. Druids are typically midline support casters, ready to buff or heal or throw Insect Swarm on an enemy caster, but if you find you need another melee meathead, you can turn him into a fucking bear and he mauls shit in the face. It's like Ursan Blessing from Guild Wars, just not as hilariously broken.
DA:O also has fewer spells, most of which are for pure damage or healing, with very little in the way of utility (BG mages can open chests, detect traps, protect against elements, protect against status conditions, chain spells in a sequencer, pierce magic on target, dispel magic in an area, see through illusions, list goes on and on). This one's kind of a gimme - no game is going to be able to compete with the all-encompassing nature of a D&D spell list without being a D&D game, and DA:O seemed to realize this and didn't even try.
And that's without getting into the questing, the map layout, the often-frustrating camera angles, the NPC interactions (which DA:O did pretty well, just... with fewer party members at a time, you get fewer random interjections from people adding to a conversation - if you ever tried to do a serious quest in BG2 with Jan Jansen and Minsc, you'll know what I mean).
All in all, it was a prettier BG2 with a worse camera angle, more cluttered maps, and less stuff. Less stuff meant it was easier for a new generation of RPG gamers to jump into it, which is valuable to the gaming community, but the game itself just doesn't compare in complexity to its ancestor. I'd say it compares more evenly to Kotor, which, while itself a great game, was already showing signs of the devs cutting out lots of potential content to trim down party size, trim down spell lists, etc to be more approachable.
But if we're talking about RPGs with "the best combat systems," BG2 trumps any of its later clones. They might be "good," they might be "fun," and I admit I was never turned off of Dragon Age, despite my distaste for needlessly simple spell lists - but they don't hold a candle to the original.
This, also, is why (IMO, obviously) games like Oblivion and Skyrim will simply never compare. They sacrifice all meaningful party makeup for an attempt to put you face-first into the world, except the games are still so buggy, the combat is still so dull, the NPCs are still so lifeless that I'd have a better chance at getting immersed in the world if they let me manage a party of adventurers in an epic landscape on an epic journey than playing as Gordon Freeman in Platemail. And this is without even getting into how silly it feels to spend a lot of time and effort leveling up, say, pickpocketing or lockpicking, sneaking into a shop, stealing good items, and running out without being detected, only to realize that the Halberd of Awesomeness +5 you stole is useless to you because you're playing a game where you have little to no party, and no great warrior or fighter who can use it effectively.
Kind of a turnoff.
I think the list of builds in DA:O is alot longer than you might realise. Additionally I found the "cross-class party mixing" in DA:O alot more interesting, because your guys could work together more effectively. For example: Mages can freeze mobs and the Warrios than smash them to bits, the Warrior can then draw the next mob away from the caster and engage it while the rogue backstabs the sucker.AuronFtw said:They were more complex because they... were more complex. I know it's a tautology, but just compare what you can actually alter or change in DA:O. You have fewer party members to begin with, which severely limits possible creative combos; fewer classes, which limits interesting cross-class party mixing and even singular builds down to a tiny list; and fewer spells, all of which are less complex than those in BG.
Okay thats a matter of opinion but to me the HUGE classlist was mostly redundant.The BG class list is HUGE, by the way - it's not just warrior, thief, mage and subtypes for each, there are many that break the mold completely - even some of the subtypes stray so far from the path they seem like a different class entirely. Bards, paladins, druids, clerics, rangers (rangers like Aragorn, that can wear real armor and fight in melee if need be) are all base class types, with subtypes for each, and sorc/barbarian are also available for more specialized melee combat or casting allowance based on preference. The last two don't differ much in playstyle from their more common brethren, but the first 5 all have unique playstyles and viable builds, not to mention how much variation each has with its subclasses. Druids are typically midline support casters, ready to buff or heal or throw Insect Swarm on an enemy caster, but if you find you need another melee meathead, you can turn him into a fucking bear and he mauls shit in the face. It's like Ursan Blessing from Guild Wars, just not as hilariously broken.
Okay granted you have no outside of combat utility spells in DA:O but there is alot more than damage dealing and healing to the spell list. You have everything from healing, buffing, debuffing, damage dealing and crowd control. You even have protection spells that can make your caster a tank. That still adds alot of tactical options and depth to combat.DA:O also has fewer spells, most of which are for pure damage or healing, with very little in the way of utility (BG mages can open chests, detect traps, protect against elements, protect against status conditions, chain spells in a sequencer, pierce magic on target, dispel magic in an area, see through illusions, list goes on and on). This one's kind of a gimme - no game is going to be able to compete with the all-encompassing nature of a D&D spell list without being a D&D game, and DA:O seemed to realize this and didn't even try.
I have no clue what you mean by "often-frustrating camera angles" i never encounterd one of those.And that's without getting into the questing, the map layout, the often-frustrating camera angles, the NPC interactions (which DA:O did pretty well, just... with fewer party members at a time, you get fewer random interjections from people adding to a conversation - if you ever tried to do a serious quest in BG2 with Jan Jansen and Minsc, you'll know what I mean).
All in all, it was a prettier BG2 with a worse camera angle, more cluttered maps, and less stuff. Less stuff meant it was easier for a new generation of RPG gamers to jump into it, which is valuable to the gaming community, but the game itself just doesn't compare in complexity to its ancestor. I'd say it compares more evenly to Kotor, which, while itself a great game, was already showing signs of the devs cutting out lots of potential content to trim down party size, trim down spell lists, etc to be more approachable.
I wont argue with you here, TES combat is as blah as it gets, from a tactical perpective.This, also, is why (IMO, obviously) games like Oblivion and Skyrim will simply never compare. They sacrifice all meaningful party makeup for an attempt to put you face-first into the world, except the games are still so buggy, the combat is still so dull, the NPCs are still so lifeless that I'd have a better chance at getting immersed in the world if they let me manage a party of adventurers in an epic landscape on an epic journey than playing as Gordon Freeman in Platemail. And this is without even getting into how silly it feels to spend a lot of time and effort leveling up, say, pickpocketing or lockpicking, sneaking into a shop, stealing good items, and running out without being detected, only to realize that the Halberd of Awesomeness +5 you stole is useless to you because you're playing a game where you have little to no party, and no great warrior or fighter who can use it effectively.
Kind of a turnoff.
Maybe it is but I would definitely disagree here. The paladin offers spells as well as turning of undead and basic healing, as well as different sub classes to the fighter. The ranger can become a melee specialist, gains an animal companion and excels in natural settings due to their utility skills. Druids also excel in natural settings, get different spells and martial feats than clerics, and shapeshift, whereas clerics tend to do better against undead enemies. These differences make the classes play vastly differently.Chris Tian said:Okay thats a matter of opinion but to me the HUGE classlist was mostly redundant.
Paladin was just a Warrior with a superiority complex.
Ranger is just a warrior who prefers bows and wears light armor, you can totaly build one of those in DA:O.
Druids, Clerics, etc. are all just casters with different names but there actual gameplay differs little. You can build casters with different types of armor and jobs in DA:O too. Even the Druid that turns into a bear.
Is it at all possible that you saw that there are only three classes, thought "well that sucks" and didn't even try what fastly different builds you can achieve with those?
You can build equivalents to all the things you mention in DA:O too.Eduku said:Maybe it is but I would definitely disagree here. The paladin offers spells as well as turning of undead and basic healing, as well as different sub classes to the fighter. The ranger can become a melee specialist, gains an animal companion and excels in natural settings due to their utility skills. Druids also excel in natural settings, get different spells and martial feats than clerics, and shapeshift, whereas clerics tend to do better against undead enemies. These differences make the classes play vastly differently.Chris Tian said:Okay thats a matter of opinion but to me the HUGE classlist was mostly redundant.
Paladin was just a Warrior with a superiority complex.
Ranger is just a warrior who prefers bows and wears light armor, you can totaly build one of those in DA:O.
Druids, Clerics, etc. are all just casters with different names but there actual gameplay differs little. You can build casters with different types of armor and jobs in DA:O too. Even the Druid that turns into a bear.
Is it at all possible that you saw that there are only three classes, thought "well that sucks" and didn't even try what fastly different builds you can achieve with those?
I'm not saying that Dragon Age: Origins isn't complex - I spent absolutely ages making different character builds - but I think you're definitely understating the complexity of BG.
Don't mean to be rude jumping into something mid-debate, but I wanted to chime in on the whole BG vs. Dragon Age thing seeing as awhile back I made this:Chris Tian said:I am not trying to understate Baldurs Gate complexity. I'm trying to say they are pretty equal.
The wrong reasons would be the fact that it breaks the game. It doesn't deal incredible amounts of damage or anything like that, but it simply makes the enemy unable to retaliate. When you combine dumb AI with huge AOE spells that Freeze, knock people prone etc, and can cast it as much as you want, stunlocking the enemy. Its not about tactics anymore, its about running backwards and spamming the same 4 spells with 3 mages. Worse are the indoor areas, where you can cast these spells into other rooms you've yet to visit, clearing them before the enemy even sees you.Chris Tian said:I dont know, those statements sound odd. You really think they did not intend the magic to be powerfull? And what are wrong reasons?On the topic of DA:O magic: Yeah it was powerful, but for all the wrong reasons, and probably not intentional.
It's not that you "have to" but its the optimal strategy, its what I used to get through the game when I just wanted to see the end of the story.If you had to spam your spells so much I still think you skilled your casters "wrong". In DA:O you could wreck a whole room of standard mobs by casting one or two high level spells, just like in Baldurs Gate.
First of all, for me personally, its not mainly about the tactical difference, but more about the "feel" of the magic, because when you use your only lvl 5 spell it has signifigance, you won't be casting it again in a while, and you can't be sure whats coming ahead. And even when you're highlevel in Baldurs gate you wont be casting 15 spells during a single combat, not without scrolls anyhow.Even if not, whats the big tactical difference or difference in depth between casting one mighty spell or having to cast three not so mighty ones?.
First of all, I can't blame you for doing this, as theres no punishment for it ingame. But it really makes no sense to spam rest, and you could never get away with sleeping on the dungeon floor after every encounter in a real D&D session (Which the rules are based on). Spamming rest WILL make BG more like modern games in that respect, and will lessen my point. Its up to the player to do it though.just rest between encounters they rarely run out of spells in combat
Ok. Powerfull was probably the wrong word, thats bad communication on my part. Signifigance might be more like it. My point was, that in DA:O magic is OP, plain and simple. But theres no weight to these spells, because you're throwing arena sized (which arent that big in DA:O, they could really have broadened the enviroments) stunlocks every 15 seconds, with 3 different characters.Then you said DA:O magic is overpowerd because of the spammability, but wouldnt that only be an issue if the spells are very powerfull and can be cast to often?
The Madman said:Casters need to actively choose which spells to have available
Baldurs Gate had dumb AI and huge AOE spells too, in fact AI is really a very big word for the mooks in BG.A Weakgeek said:The wrong reasons would be the fact that it breaks the game. It doesn't deal incredible amounts of damage or anything like that, but it simply makes the enemy unable to retaliate. When you combine dumb AI with huge AOE spells that Freeze, knock people prone etc, and can cast it as much as you want, stunlocking the enemy. Its not about tactics anymore, its about running backwards and spamming the same 4 spells with 3 mages. Worse are the indoor areas, where you can cast these spells into other rooms you've yet to visit, clearing them before the enemy even sees you.Chris Tian said:I dont know, those statements sound odd. You really think they did not intend the magic to be powerfull? And what are wrong reasons?On the topic of DA:O magic: Yeah it was powerful, but for all the wrong reasons, and probably not intentional.
Not in my expirence, on NM the mobs are not as vulnerable to freeze an stun and whatever, having to cast your spells so many times would take time in wich they dish out damage.It's not that you "have to" but its the optimal strategy, its what I used to get through the game when I just wanted to see the end of the story.If you had to spam your spells so much I still think you skilled your casters "wrong". In DA:O you could wreck a whole room of standard mobs by casting one or two high level spells, just like in Baldurs Gate.
Honestly, meta-gaming is hardly an argument, nobody forces you to spam yur casts in DA:O or kite your enemies either.First of all, I can't blame you for doing this, as theres no punishment for it ingame. But it really makes no sense to spam rest, and you could never get away with sleeping on the dungeon floor after every encounter in a real D&D session (Which the rules are based on). Spamming rest WILL make BG more like modern games in that respect, and will lessen my point. Its up to the player to do it though.
First of all, for me personally, its not mainly about the tactical difference, but more about the "feel" of the magic, because when you use your only lvl 5 spell it has signifigance, you won't be casting it again in a while, and you can't be sure whats coming ahead. And even when you're highlevel in Baldurs gate you wont be casting 15 spells during a single combat, not without scrolls anyhow.
You said it yourself: "for me personally, its not mainly about the tactical difference, but more about the "feel" of the magic" Thats basically the point I'm trying to make the whole time, the real distinction between the games is not about tactical depth or complexity but personal preference.Ok. Powerfull was probably the wrong word, thats bad communication on my part. Signifigance might be more like it. My point was, that in DA:O magic is OP, plain and simple. But theres no weight to these spells, because you're throwing arena sized (which arent that big in DA:O, they could really have broadened the enviroments) stunlocks every 15 seconds, with 3 different characters.
I grant you the preperation of spells, that is a aspect DA:O has not, but instead you have to compose your party way more carefully. Like I stated before, there is not nearly that much need for that in Baldurs Gate.The Madman said:Don't mean to be rude jumping into something mid-debate, but I wanted to chime in on the whole BG vs. Dragon Age thing seeing as awhile back I made this:Chris Tian said:I am not trying to understate Baldurs Gate complexity. I'm trying to say they are pretty equal.
And honestly playing both the BG series and DA back to back, Baldur's Gate is far more complex when it comes to combat and the main reason isn't just the volume of classes and abilities, but also the need for preparation.
In Dragon Age Origins you're almost always prepared for every encounter, the only time you wouldn't be is if you were running out of supplies. But every ability and skill is always accessible to the player at all times. By contrast BG requires a level of foresight for encounters. Casters need to actively choose which spells to have available and need to have been able to rest in order to use those spells, which they often can but not always. Similarly BG especially when you get into the second game and the higher levels, requires more foresight in spells and abilities prepared because of the sheer diversity of your enemies. In DA the same basic strategy will work for every encounter with a minimum of fuss. Enemies have different abilities and strengths but in terms of combat are generally functionally the same. In Baldur's Gate however trying the same strategy that will work against bandits will be useless against golems, and tactics useful against Mindflayers will not work against Beholders. You need to change up your strategy and you need to have planned in advance in order to survive. You need to have had not only the foresight to have the proper spells prepared but to know when you should be getting ready to enter combat. A mage in Baldur's Gate is near helpless if caught unprepared, even the most high level ones. But a mage prepared for combat with the proper spells prepared is easily the most terrifying enemy in the game.
Like I stated earlier, Baldurs Gate has nowhere near as much need for tactical diversity as you say.And that's the major difference between BG's combat and that of DA. DA works and is entertaining because it uses the ol' class trifecta: Tank, Healer, DPS. Then you've got your crowd control and your basic support characters to mix things up. Baldur's Gate also uses that but only to a certain degree as an encounter which might work perfectly with that combination of tanking and damage dealing simply wont work in other situations, forcing the player to improvise and try new strategy.
It's the diversity not just of spells, classes and abilities but of enemies that helps make BG's combat more interesting, as is the need for foresight and preparation.
My point is again the same as above. What most people mean is "I like Baldurs Gate more", but for some reason they feel compelled to justify that by saying that Baldurs Gate is far more challenging and complex etc. etc.Dragon Age: Origins as well as Awakening are both great fun, I've probably played through them at least four times now. But in terms of tactical gameplay and combat I have to agree with the others in saying Baldur's Gate, despite using the old 2nd Edition DnD ruleset (Which truthfully isn't that great. My favourite is 3.5 still!) is just a richer and more rewarding experience. Generally speaking that is, obviously personal tastes will have a lot to do with it.
No it wont.Chris Tian said:I grant you the preperation of spells, that is a aspect DA:O has not, but instead you have to compose your party way more carefully. Like I stated before, there is not nearly that much need for that in Baldurs Gate.
You have to change your approach for different encounters in DA:O too, at least on the higher difficulties. While the basic strategy, namely using six auto-attack machines, while having different elemental weapons ready, totaly works for every encounter in Baldurs Gate.
So there are differnences, but not really differences in levels of complexity.
Fighting a mage in BG requires at least a few spells to break through their spell defences. Spell breach, Pierce magic, Kheldon's Whip, etc. You'll also need spells to make your own mage similarly defended. Globe of invulnerability, Stoneskin, Shield and so on. Then you have utility spells like Knock, Oracle or Chain Contingency, summoning spells that can summon a whole variety of allies useful in different situations, group effect spells, curses, and crowd control spells like Sleep or Hold. THEN you have damage spells, most of which deal different types of damage in a variety of different ways that make them more or less useful given the situation.Chris Tian said:Like I stated earlier, Baldurs Gate has nowhere near as much need for tactical diversity as you say.
I argued in posts above that you can recreate almost every class in DA:O and that just because two classes have different names doesn't mean they really play that different.
Thats the same thing with alot of the spells in BG, they are just stronger or different colored versions of another.
Baldur's Gate is more challenging and complex in a whole range of ways however, I think the people who are debating you such as myself are only confused because you seem to want to dismiss much of the good about BG while simultaneously ignoring DA's own many, many faults.Chris Tian said:My point is again the same as above. What most people mean is "I like Baldurs Gate more", but for some reason they feel compelled to justify that by saying that Baldurs Gate is far more challenging and complex etc. etc.
I'm just trying to say that's not universally true.
Er... no. No, you could not. A *single* lich, a *single* red dragon, a tiny group of mindflayers, a pack of vampires - they would tear you apart in a heartbeat. Yes, you can autoattack your way past bandits and kobolds - but that tactic stops working as soon as you enter a real fight against a real enemy. Please stop misrepresenting Baldur's Gate here. We've played both games. Trying to autoattack your way through Bodhi's lair (to name a single area) is suicide.Chris Tian said:Baldurs Gate had dumb AI and huge AOE spells too, in fact AI is really a very big word for the mooks in BG.
You could just run through Baldurs Gate with 6 auto attack machines with different elemental weapons, if you want it even easier stack up on potions and scrolls.
Baldur's Gate had more ways to break it, actually, because it was more complex and had more classes to choose from. But that's just it - you had to prepare for a fight and put actual thought into your tactics before the battle even began, or you'd die in two seconds. The hardest fights require several rounds of buffing - bless, chant, resistance to evil, resistance to fear, ironskin, mage defensive buffs, potions of clarity and freedom quaffed - and *then* you start the battle and have to micromanage each individual member's spells, movements and targets. In Dragon Age, I prepared for all of like... 1 fight? The rest I just kind of waded into without any preparation at all, moved out of aoe attacks, and won. That is not tactically equal to Baldur's Gate. Not by a longshot.The implication that Baldurs Gate needed more tactic or was harder is just not true. Or better, its not universaly true, I found Baldurs Gate to be not in the slightest harder or more tactical challanging and it had equally many ways to "break it"
Er, no, there's a difference in personal preference and there's also a difference in tactical depth and complexity. A huge one. As in, Dragon Age is not nearly as tactically deep or complex, for a number of reasons, which we've covered here and you've ignored/understated/strawmanned.You said it yourself: "for me personally, its not mainly about the tactical difference, but more about the "feel" of the magic" Thats basically the point I'm trying to make the whole time, the real distinction between the games is not about tactical depth or complexity but personal preference.
Er... no, that's wrong. You have to compose your party as carefully as you did in Baldur's Gate. No less, and certainly no more. Going into BG2's hardest fights with a random class mix spelled certain doom before you even got to the lich's chamber, because no amount of micromanaging a party of 6 swashbucklers was going to cut it. BG's class list is larger and more diverse than DA's (and no, trying to pretend paladins are like fighters is a fallacy neither of us actually believes), so if anything, BG's variety made its class selection more thought-provoking than DA's. Again, though, this is merely the pre-planning - I'm willing to call it equal here. But don't try to lie and say DA requires "way more careful" class selection, cos that's just bollocks.I grant you the preperation of spells, that is a aspect DA:O has not, but instead you have to compose your party way more carefully.
You change them far less frequently, and in far fewer ways, and nearly all of them can be changed on the fly as situations arise - like my High Dragon example. That's one of the hardest fights in the game (for my party setup, anyway), and I beat it without changing my "strat" so much as making sure my downs baby AI party members didn't stand in the fire. Without serious pre-battle prep, the Lich in the Sewers in BG2 is an impossible fight, and no amount of changing where my warrior or thief stands will make it beatable.You have to change your approach for different encounters in DA:O too, at least on the higher difficulties.
Yes, it works on the lowest difficulty setting in BG1 just like it works for the lowest difficulty setting in Dragon Age. For the record though, it doesn't even work for the lowest difficult setting in BG2 - the mind flayers will still eat your brains if you try to have 6 people autoattacking.While the basic strategy, namely using six auto-attack machines, while having different elemental weapons ready, totaly works for every encounter in Baldurs Gate.
Yes, yes it does. Stop playing it on easy, and make sure you're playing BG2. BG1 was just kind of an intro. If you've ever fought the red dragon, beholders, rooms full of umber hulks, caves full of vampires, or a lich, you'd know that "tactical diversity" is required for each fight. Each one has different things to watch out for. They don't all breathe fire. They don't all drain levels. They don't all mind control. They don't all stop time. But the individual ones do, and you have to be prepared for it before going in or you get slaughtered in seconds. No single tactic works for all of those fights - you have to have a different one for each. That's precisely what tactical diversity IS, and what DA lacks in even its hardest fights. The most I changed in DA was where my people stood. Once they stopped group hugging in the middle of a dragon's breath attack, or rogue stopped standing next to where a bunch of adds popped out of, or warrior stopped getting stuck behind a table and unable to move, the fight just ended. I never had to manually activate a party ability aside from taunt - and that was rare, since the AI used it pretty well on its own. I was able to manage my own snares, healing, buffs and damage spells and get my party through every encounter. Microing movement alone does not make Dragon Age as complex as BG, since BG requires that in addition to skills in addition to pre-battle planning.Like I stated earlier, Baldurs Gate has nowhere near as much need for tactical diversity as you say.And that's the major difference between BG's combat and that of DA. DA works and is entertaining because it uses the ol' class trifecta: Tank, Healer, DPS. Then you've got your crowd control and your basic support characters to mix things up. Baldur's Gate also uses that but only to a certain degree as an encounter which might work perfectly with that combination of tanking and damage dealing simply wont work in other situations, forcing the player to improvise and try new strategy.
It's the diversity not just of spells, classes and abilities but of enemies that helps make BG's combat more interesting, as is the need for foresight and preparation.
There are stronger versions of weaker spells, but even if you "count" them as 1 spell, there's more spells and spell diversity in BG than there is in DA. And again, trying to claim a paladin is a fighter despite having less weapon selection and healing/buffing/utility spells is a fallacy. A paladin is not a fighter. They aren't played the same way, and they don't fill the same role. And that's without even getting into subclasses or weapon abilities (i.e., a sword/shield paladin is played vastly different from one with Holy Avenger).I argued in posts above that you can recreate almost every class in DA:O and that just because two classes have different names doesn't mean they really play that different.
Thats the same thing with alot of the spells in BG, they are just stronger or different colored versions of another.
No, they're separate points. Baldur's Gate (2, in particular) IS more complex, and it IS more challenging. You have more options for literally everything, and a greater number of diverse encounters (where even the diversity is greater). This doesn't make BG "better" or "worse" than DA, but it certainly makes it more complex. In fact that's pretty much exactly what complex means: "so complicated or intricate as to be hard to understand or deal with."My point is again the same as above. What most people mean is "I like Baldurs Gate more", but for some reason they feel compelled to justify that by saying that Baldurs Gate is far more challenging and complex etc. etc.
I'm just trying to say that's not universally true.