Baldur's Gate 3 does away with the D&D alignment system, and it can only be better off for it.
D&D alignments suck. There, I said it. They suck in every edition of the tabletop game, but they particularly suck in D&D videogames. What a relief to hear Baldur's Gate 3 isn't using them at all.
It's a system that held on for a long time because of nostalgia and tradition, but it's always been awkward and reductive. It's restrictive enough to stifle nuanced character development, but vague enough that you're probably already getting angry at me about my interpretation of one of the alignments above.
In a videogame, there isn't even a DM to argue with—and developers have frequently struggled to implement alignment in a satisfying way. The nature of the system means games have to try and cover an absurd range of possible character viewpoints in their dialogue choices, and more often than not the result has been awkward and artificial moral choices. [Lawful Good] Think nothing of it, citizen—and please, keep the gold.
In the real world, right and wrong are messy, subjective, and much argued over. By making good and evil literal, objective forces that every character is touched by, you then have to make some pretty sweeping decisions about what is always good and what is always evil.
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