>>717879249
>BG3 is all about emergent creativity and mostly gives the player a sandbox to play around in.
No, BG3 is a generic, linear CRPG with some moderately large degree of scripted interactions and a really clunky pseudophysics system that doesn't really do much of anything outside of breaking the game's combat even more than the already bad ruleset does, nothing about BG3 is emergent.
CDDA is a sandbox game, Caves of Qud is a sandbox game, Kenshi is a sandbox game, Elona/Elin are sandbox games, BG3 has a very controlled and restrictive game structure, more restrictive than ER too since there's way less bottlenecks in there.
>Because these games end up often feeling arbitrarily limited regarding player creativity
ER or FROM's games as a whole aren't about creativity, so again, you're barking at the wrong tree, they're atmospheric action adventure games with focus on modular combat.
>The same does not go for the actual adventuring process up to that boss door.
I have no idea how you can say that given that dungeon navigation alone routinely gives you multiple options.
I can rush through Stormveil by going through the main entrance, dodge a hail of ballista arrows and hordes of soldiers (or fight them) and get to Godrick with the least amount of time spent on navigating the whole thing, or I can take a long detour through the castle walls, or I can also just ignore Stormveil entirely since it's not compulsive, Leyndell is fuckhuge open playground you can navigate however you want and you can either trek all the way there or teleport inside the castle walls by doing Fia's quest, SoTE is a free for all buffet where navigation is extremely open with Messmer and Romina being the only required checkpoints before the final dungeon, and you can still do these out of order as well.