baldur's gate 3 interview

How close will the BG3 implementation of D&D 5e be to the pen-and-paper version? They make sure we have things that let us organize information better and let us identify what is a flow problem. And I think this could have been a Forgotten Realms game, or a Sword Coast game, but it's very specifically a Baldur's Gate game. There's a lot of overlap and a lot of exchange. By Zak Wojnar Feb 27, 2020 There are plenty of video games based on Dungeons & Dragons, but few are as universally adored as Baldur's Gate. We wanted multiplayer. What needs to work is all of the different choices and consequences, and the combat needs to feel really good.

The challenge for us is, how do we make the game that feels very modern in terms of presentation, that has a lot of these things that we've never done before as a studio; the cinematics are a big part of that, but also doing a lot of the stuff that we love. That's a lot of work, especially for a game as complex and systemic as ours, and the work becomes exponential. So it’s something that I’m trying not to think about. Is there a guy who comes to the office with a briefcase handcuffed to his arm that contains the notes on what is and isn't canon?

In the gameplay reveal, we did see some environmental interactions such as a broken wall collapsed opening a passage into a lower level. There's very specific ones, like Murder in Baldur's Gate, which has a huge amount of wrapping up of certain things.

Adam: We talked about it on the live stream. Very early on, I was aware that we were going to do this big tribe of goblins.

There's a line in the 5th Edition Volo's Guide.

(Laughs) He so meticulously planned knocking the boss into the spider pit, but instead, he hits him so hard that he goes all the way across the pit and lands safely on the other side.

And so, there's been a movement towards shorter form games, and I love a lot of them. That was either up or down, so we were really excited when they said “that’s actually a great idea!

But that story, fortunately for us, is a story with an ending. "Oops.".

Also when we started talking to them about the Mind Flayer idea, they mentioned that they need to incorporate this in all of the stuff that they’re going to do with Forgotten Realms and 5th Edition, which is also really cool because they’re taking our story and what is going to happen in our story into account for future books that they’re going to publish. I said to the team and to the press, so many times, that for me, I want to give you a really cool experience when you fail.

As you guys probably already know, while most folks have enjoyed the reveal [of Baldur's Gate 3], there's been a rather vocal portion of Baldur's Gate fans who didn't feel like this looked like a true sequel.

For instance, one of the things I feel is very D&D, and apparently Wizards of the Coast also feels is D&D, is all of these systems and systemics that are working in the background which actually give the player a lot of freedom to come up with certain solutions that the designers didn’t come up with. We'll know more when early access actually hits.

We are very, very story focused as well and there's things that you lose. Since we have so many origin characters and so many different options and consequences, I think that the stress is really on that.

But all I want to do is be in multiplayer and shove him off the beams when he's trying to sneak around. He didn't expect that! This was followed by a conversation with two team members at Larian Studios: Matt Holland, Combat Designer, and Adam Smith, Senior Writer.

Like many of you, we wanted to learn more about how deep the game’s connections to Dungeon’s & Dragons will be this time around, how you’ll be able to interact with party members, and most importantly the level of care Larian Studios is putting into this beloved IP.

They're playing games that I play at home and I didn't have a Switch at that point. I mean, it's not quite the same type of game, but Disco Elysium came out of nowhere for a lot of people.

How will that work?

I'm paraphrasing, but the section about Illithid mind flayers has a part where Volo is writing and says, "I wonder what a mind flayer's brain tastes like?"

In that case, it's all completely hand placed by us. I played that game five years ago, for the first time.

[Editor’s Note: He’s referencing a situation where the presenter was faced with a bug during the demo where he couldn’t use any spells.

Matt: Yeah, absolutely. And how inter-connected we can make all these different cosmologies and deities and concepts?

I still think that there is indeed an audience for it, but we just need to figure out how to do it and how to do it well.

I think the kind of collaborative storytelling is such a huge draw to me. Baldur's Gate III will release on PC and Google Stadia following a period of Early Access. Adam: That's exactly it. There are characters who you're going to have a different experience with if you fail in a persuasion, or if you fail to spot something about them.

That's the thing.

They said: We’re sitting around the table with the best Dungeon Masters when it comes to computer-RPGs.

Lead Writer Adam Smith Interview: Baldur's Gate III Baldur's Gate III Lead Writer Adam Smith talks about respecting the legacy of the classic RPG series while telling a new Dungeons & Dragons story.

One of the things that's liberating about working on D&D as a license is that it's a storytelling platform. Can we expect to see a lot more of that in the full game so that we can affect enemies as well as have some clever moves? Below is everything we learned. You can select who to talk to, and in the camp, there will indeed be romance. Volo just stumbles through the world, but he's smart, but also somehow manages to get into all these terrible situations. Prior to the demo we were warned that there were going to be bugs as it was a very early build.]. Okay, I take the torch. I love simulated worlds and we have a lot of that stuff in there.

I met a group of people who did role-playing, and I thought, this is storytelling. I've been the player who derails someone's carefully laid campaign because I just think it's funny, but I've also been the person trying to keep things on track because I'm getting really into the story. Okay, I'm imagining the room where you write, and I have an image in my head of a massive wall full of red string connecting sheets of paper.

The platform is less important to me than games, so if there's good games, I'll go to them.

Then maybe you won't feel so good about your five experience points! And how do you handle the tadpole in your head? Adam: This was David and Eurogamer. After being quietly announced last year, Baldur's Gate III finally got its big unveiling at PAX East.

We’re not afraid of doing the presentation like that because it’s either the idea that all of these different paths are scripted and open… or that the systems that are running under the hood will just take care of it.

They have a Slack channel with us where we can just fire questions at them.

The go-to source for comic book and superhero movie fans.

Pretty much every tool we have has been built on from the Divinity Original Sin 2. Yeah, there’s a torch on the wall. I guess I’ll just check the old ones!”.

But then there is the soft stuff that you cannot describe. And I’m reacting to it and hoping that it would land well because one of the things that we always do is try to come up with something extreme, like something that’s unthinkable. Can you give some examples of how you work together and how the relationship works? For us, calling it Baldur's Gate III is our saying that it's a huge privilege to be working on it, and there's a huge respect we pay to the previous games. There's things we can change and things we can adjust, but it may not be final. Not counting it out but we don't have anything to say about it. The classes that we're showing today are the only ones we're talking about but there is a lot more to come. © 2020 NewAge ADS, LLC.

I think there's a few factors. Adam: We're also doing the cinematic dialogues that you just saw.

And that’s the hardest part to actually try and plan. Basically, the answer to that, the really honest answer to that is we want to be in front of as many people as possible. How does the team intend to match or exceed the high benchmark set by the previous Baldur’s Gate games?

We wanted all these different things, so we asked, how do we add this all onto it? But yes, the screen with all the writing looks a lot like a conspiracy board. In your personal opinion, what do you guys think of the next generation of consoles?

They're very short, they're quite cryptic, but you find seeds and hints about who these people were when they were alive. Ed: How will Baldur’s Gate 3 treat good/neutral and evil paths?

In the character creation, you can accept what’s there or you can use the point buy option, or you can roll for stats. There's a lot of conversations around that, obviously, and I just honestly don't know. I really enjoy that side of it.

We don't do the tool stuff, so we don't know.

So we wanted to have something similar because there hasn’t been anything like that in the last 15 years or so. He should be dead a million times over because of all the bad situations he gets himself into.

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It gives you so much to play with, it gives you almost free gameplay, it gives you so many options. So when you start using these systems, you start using the game against itself and it might feel like you’re cheesing and glitching everything, but that’s actually what we want you to do. Fans are really eager to know as many details as you can about this topic so anything you can tell us, no matter how small, would be very appreciated. But then I want them to go talk to him, find out what was going on with him.

Adam: We're not talking about it yet. There are also a couple of guys that now have it for instance on iPad or they have the Enhanced Editions on Steam or Switch.

Adam: I do in my own head constantly. Our systems are running in the background the whole time.

What's it like to be quietly working on something so big without being able to give away any details?

You can't do that in so much media. Yes. It left a mark on the city.

I don't understand how to code! Volo has a plan to bumble into the goblin camp and get caught, but he also has a plan to get out. (Laughs) I played a whole bunch of the Gold Box games, which are these really old D&D games.

I'm really dumb when it comes to that stuff. Why don’t you ever pick him up?

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