Ever since I heard about Baldur’s Gate 3, my anticipation reached new heights, amplified by snagging an early access pass. With high hopes, I embarked on what I believed would be the ultimate gaming journey. Yet, as I dived in, an unexpected challenge arose.

Every character I designed, every crossroad faced, and every spell selected became an intense internal debate. I was striving for that elusive “perfect run,” where every decision was optimized, every consequence foreseen. The game’s vast potential felt more like an overwhelming maze of possibilities. “What if I chose differently?” became a constant refrain, casting a cloud over every joyous discovery.

The excitement I had was overshadowed by the pressure of perfection. Hours were spent revisiting choices, rerolling characters, and second-guessing strategies. Instead of being an adventure, it felt like an intricate puzzle that I was forever trying to solve.

But then, a shift occurred. I asked myself: “What if I just play, embracing every twist and turn?” Rather than striving for the perfect game, I chose to savor the journey itself. And in that choice, I found liberation.

By owning my decisions, the game transformed. Mistakes? They became intriguing plot twists. Unexpected outcomes? Exciting surprises around each corner. The narrative of Baldur’s Gate 3 became alive, dynamic, and I was genuinely immersed.

For those ensnared in the quest for the flawless path, consider this: sometimes, the beauty of a game lies not in perfection, but in the spontaneous, unpredictable journey it offers. Embrace it, own your choices, and find the joy I rediscovered.

  • Clown_Tempura@lemmy.world
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    1 year ago

    Unless it results in a party wipe, I’ve taught myself to never, ever save scum. Failure is fun. Hilarious, even. Lookin at you, windmill gnome.

    • conciselyverbose@kbin.social
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      1 year ago

      That’s one of the only things I’ve redone.

      It was one of the few times the controller interface acted up and clicked the wrong thing on me.

    • Cheems@lemmy.world
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      1 year ago

      I played a lot in beta and adapted this. I recently pick pocketed someone and obtained access to a place that I’m certain is ahead of my time. But I’m rolling with it. Seems fun

  • Dom Poose@lemm.ee
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    1 year ago

    I barely have a clue what I’m doing. And I’m enjoying the hell out of it lol.

  • Silvus@lemmy.world
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    1 year ago

    This is the way. I like my first three dice rolls were fails, 2 critical fails. I could have hit load game, but figured fuck it. Let’s see what happens, it’s not like I won’t be playing this more than once or anything. Enjoy the ride.

    • EthicalDogMeat@lemmy.world
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      1 year ago

      I failed my first few rolls, resulting in me missing out on a party member… I didn’t even know until I reached act 2. Then I lost another party member due to missing some dice rolls. Then I ran into a huge mess due to a bug, where some enemies were not waiting for their turn. They straight up ran into the battle, and ganked an important npc; resulting in a really really bad result (affected one of the companion quests I wanted to see to the end). I blame the bug for that result so I save scummed that. I have no regrets though since the game forced that problem on me.

  • 52616e646f6d20557365726e616d65@lemmy.dbzer0.com
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    1 year ago

    I don’t understand all of the save scumming that people seem to do. The whole point of table top DND is that if you fail a roll or make a “wrong” decision, that shapes the narrative of your story.

    You haven’t “failed a quest” you have opened up a new story path.

    You aren’t going to ask your DM to forget the last hour of play irl, why would you do anything different here

    • Bobert@sh.itjust.works
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      1 year ago

      I get two hours of playtime week nights, maybe 10 hours over the weekend. It’s gonna be months before I get my next playthrough and I am NOT gonna miss a chance to experience my desired outcomes with certain NPCs.

      But I respect your play style and will get to experience it on my next playthrough.

      • wethegreenpeople@sopuli.xyz
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        1 year ago

        I try not to just reverse decisions I end up not liking, but I’ll tell you what I’m a goddamn adult with minimal game time and I’ll be damned if I’m going to restart because I accidentally clicked on the wrong thing or decided to pick a very stupid fight.

        It’s going to take me forever to get through the game as is, I don’t need to add all that extra overhead.

    • BradleyUffner@lemmy.world
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      1 year ago

      There are a few bad rolls that can just outright kill you in this game. My entire party got blasted off a cliff because I failed a disarm trap roll. There was no “new story path” at the bottom of that cliff, let me tell you.

      • hoodatninja@kbin.social
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        1 year ago

        Exactly! And some will go “lol well that’s how my story ends” and make a new character. Some like you and me will go “well that was ridiculous, let’s try that again.”

    • hoodatninja@kbin.social
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      1 year ago

      I don’t think it matters how people want to enjoy the game. It doesn’t make any difference to you. Sometimes when something really interesting happens, I enjoy going back a few minutes and seeing a couple of the other scenarios. I just do what I feel like in the moment. Just earlier today I decided to let something insane play out that I assumed was going to be terrible for me and
      I’d have to reload after. When I saw the result, I was laughing hysterically, and decided to keep going forward. Once again, I just did what I felt like in the moment and I had a blast.

      Also, this isn’t D&D with a DM. It’s a video game that replicates the experience very well, but it isn’t D&D the TTRPG. If I want that experience, I’ll go play it with a DM.

      Why do we need to be dogmatic about how we play games?

    • You aren’t going to ask your DM to forget the last hour of play irl, why would you do anything different here

      A good DM generally knows what makes for a better story. If failing makes for a bad story, they’ll give you some divine intervention which may as well be save scumming.

    • Glide@lemmy.ca
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      1 year ago

      There’s an intense different scenario in a DM taking some flubbed rolls and quests and writing the story from that point, and a PC game with only so many potential scenarios and outcomes.

      I agree with the premise of OPs post, but this is simply not a reasonable comparison.

    • Khotetsu@lib.lgbt
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      1 year ago

      I think it depends on whether or not people are coming to games like this having played ttrpgs before. Video games often punish failure, whether by removing quest rewards, impeding forward progress, having no follow up to a failure state, or even an outright “game over.” This trains a lot of gamers to min-max their playthroughs of games so as to not miss anything, as even a failure in a conversation check can lock them out of content. This was something I struggled with as well, quick-saving before every conversation in case I failed a persuasion check or something and was punished for it. Up until I did a quest in this game where a character died by accident and the game just kinda went, “That was a thing that happened. Anyways, here’s your xp. Let’s move on.”

      That broke me from that mindset because the game wasn’t punishing me for screwing something up - it just changed the flow of the story. It was no longer like the game was a Dark Souls boss where I had to learn the right pattern to get the game to give me what I want, now it’s play the game the way I want and see what wrenches it throws into my plans because the game won’t lock me out of half the story because some kid died in a sidequest, it’ll just give me a different version of the narrative.

      Now I largely use quick saves just in case me and my buddy mess up an encounter so badly we end up with a total party wipe, or if we just wanna try something funny like using shrink + a potion of giant’s strength to see if we can throw Kagha off a cliff in the druids grove (it didn’t work).

  • faethon@lemmy.world
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    1 year ago

    This is the way to play. I actually stumbled upon ‘solving;’ act I because I ‘failed’ at some action. As long as the game does not get stuck somewhere (looking at you, “Talk to Zevlor” quest bug!) best to go along with the dice rolls as it seems to breath so much more personal life into the story. Accepting the dice rolls really makes it your personal storyline.

  • Holodeck_Moriarty@lemm.ee
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    1 year ago

    This is the way to do it. Let the dice and your misinformed decisions tell a story!

    I have to fight that same urge to “solve the puzzle”, and I’ve found that it’s much more enjoyable when I let myself make mistakes.

  • Tar_alcaran@lemmy.world
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    1 year ago

    I’m doing my Palladin-run first, being all good and very obviously missing out on stuff. Evil run is next, and after that I’ll try for something optimal.

    Embracing all those lost paths by promising myself they’ll be on my next playthrough, eventually.

  • LilDestructiveSheep@lemmy.world
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    1 year ago

    Yeah. I had this regarding builds within Destiny and Diablo. I was always doing that. But actually… why shouldn’t I read into things a bit and make up my own mind and create something that fits my needs, wishes and style.

    So I did and came up with good solutions. Never looked back on builds. It doesn’t need to be “perfect” for whatever that means.

  • twistypencil@lemmy.world
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    1 year ago

    Yeah, I’m not doing the F5 thing at all. I did have to restore am auto save because of a bug, but I think the game will be better if I fail asking the way

  • Imbrex@lemmy.world
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    1 year ago

    Whatever is fun for you, but I definitely have found the fun in playing the character rather than the game.