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Larian gave Baldur's Gate 3 its acclaimed reactivity by approaching it as 'weird Dungeon Masters'

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« We don’t know who you want to kill, but you will want to kill someone. »
There are plenty of things to love about Baldur’s Gate 3, from the way its tactical battles never feel like filler to the best-in-class performances that bring its characters to life. But what marks it out from almost every other RPG, especially those that take 60+ hours to play, is its reactivity. Events and lines of dialogue are constantly referencing specific things you did and said earlier on, choices you made all the way back to the character creation screen, without ever making you feel like it’s cheating by collapsing the possibilities down to a more manageable number.
Speaking at BAFTA’s « An Evening with Baldur’s Gate 3 », Larian’s co-founder and CEO Swen Vincke, writing director Adam Smith, and lead writer Chrystal Ding gave some insight into just how much work went into ensuring Baldur’s Gate 3 was so reactive.

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