Larian gave Valders Gate 3 a highly acclaimed response by approaching it as the "Strange Dungeon Masters

General
Larian gave Valders Gate 3 a highly acclaimed response by approaching it as the "Strange Dungeon Masters

Baldur's Gate3 has a lot to offer, from the way tactical battles don't feel like fillers to best-in-class performance that brings the character to life, but it's its reactivity that makes it stand out from almost every other RPG, especially one that takes over 60 hours to play. It's a good idea. Events and lines always refer to what you've done or said before.The choices you made back to the Character creation screen came back to the Character Creation screen without making you feel cheated by collapsing the possibilities into a more manageable number.

Speaking at BAFTA's "Night with Baldur's Gate3," Larian co-founder and CEO Swen Vincke, writing director Adam Smith and lead writer Chrystal Ding gave some insight into how much work was done to ensure Baldur's Gate3 was highly responsive. 

Ding said there were testers combing the whole game, but those dealing with piles of choices that affected the ending had a particularly huge amount of work. "Just today I found a spreadsheet that we were tracking this," she said, "it's all a single path like scrolling you just keep scrolling: what if I have Karlach, Lae'zel, and Shadowheart? What if Shadowheart did this ending? If so, what happened to this ending? If they did that ending, it would be a line after line after line, and a small army would be needed to pass through it.

Smith stressed that empowering players with all this selection means giving up the idea that there are 1 "right" ways to play.  "The mantra for me is that the protagonist of the game is the person playing the game," he said, "regardless of whether they're playing Origin, Tav, or custom characters." They must be the main characters. Therefore, it is a standard story."

Expanding on how they determined the options they presented to players, Vincke explained. Players are trying to find everything, and we need to predict what all these players want to do — which is impossible, of course, but we have "

and if that's what they wanted, we've gone all the way to making the players a bunch of little killers. "This is why you can kill almost every character in the game," he said. "We don't know who you want to kill, but you will want to kill someone.

"It's Wulbren," Smith added.

Categories