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Home / Technology / E3 2019: Baldur's Gate 3 tries to do what no other RPG has

E3 2019: Baldur's Gate 3 tries to do what no other RPG has



Yes, Baldur's Gate 3 is currently taking place and is not being developed by BioWare (maker of earlier entries in the series), but by Larian Studios, the studio behind the incredible divinity: Original Sin 2 Das von Kritik Highly praised RPG seems to fit perfectly – and the partnership between Larian and Wizards of the Coast (Dungeons & Dragons licensees) is just the ticket. Prior to the official unveiling of Baldur's Gate 3, GameSpot video producer and D & D fan Dave Jewitt caught up with founder and director of Larian Studios Swen Vincke. They talked about almost everything that led to this point; how Divinity was impacted by Baldur's gate, and the creative approach to dealing with a historic franchise to Larian's office dynamics and what it's like working on the cloud-based Google Stadia gaming platform.

While Baldur's Gate 3 was announced as part of the Stadia Connect stream prior to E3 in 201

9, Larian plans to bring it as a standard non-streaming game on PCs. There is also no release date, as Larian tells us that it may not appear in 2019 – as Vincke says, it will be ready when it's done. First enjoy Dave's conversation with Swen Vincke about all Baldur's Gate has to offer below, or look at the trailer breakdown they made together in the video above. The studio has also released a stupid new video that includes some more details about the game and Larian's manufacturing rights.

  A shot from the announcement trailer; Presentation of Mind Flayers.
A shot from the announcement trailer; Presentation of Mind Flayers.
  Gallery Image 1   Gallery Image 2   Gallery Image 3   Gallery Image 4   Gallery Image 5   Gallery Image 6   Gallery Image 7   Gallery Image 8 [19659013] Gallery Picture 9

What was the mood in the studio after Divinity: Original Sin 2 after the final release and everything else?

Swen Vincke: ] Enthusiastic. That sums it up pretty well. Super proud. People have worked very, very, very hard and it has been so rewarding to see all the critical reviews and from that time the fans and the sales. It was just fantastic.

Did this factor affect Baldur's Gate 3 at all, or did you work on it alongside D: OS2?

SV: The team already knew that we were working on Baldur's Gate 3, so they were very excited, actually impatient to work on it. One of the things we needed to do to complete this business was to send the script of the story to Wizards of the Coast before Original Sin 2 was delivered. I think it must have been July or August [2017] just before it was sent.

With the authors we went to a hotel room and sat there all weekend and just played through the entire script, which we then sent to Wizards of the Coast.

What did Wizards of the Coast say?

SV: They said, "You should stop Divinity: Original Sin 2!" [ laughs ]

It's the second version, but the core ideas were already there. It was just that we did not have time to sort it all out, but after delivering D: OS2 we had all the time in the world to focus on Baldur's Gate, so we spent a lot of time with them Offices.

Why did you want to exercise Baldur's gate license?

SV: There are a number of reasons. Dungeons & Dragons is something that is really loved in the studio. Obviously we're doing role-playing games and they've been around for 40 years. The second is that when you think about what D & D is, it's a game system that gives you an adventure, a reason to do things and use the gameplay systems to master challenges. Usually you will do all sorts of crazy things to defeat the game master. And if the game master has something good, they'll make sure they can do it.

If you think of Original Sin 2, it's literally what we're trying to do. It works very well if you offer players systems and reasons to do things, and then ask them the very big question you get in D: OS2 and D & D: What do you do? The fit was very natural and something started talking to Wizards of the Coast some time ago.

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The third thing is that it's an incredible challenge. People have been waiting for more than 20 years now. It's something that the team has to overcome, it's supposed to make them even better than they already are and say, "Can we do that?" People are super motivated to show that they can, because they are all very talented. Hopefully we can do it.

Have you been approached by Wizards of the Coast on this topic, or did you want to do that with your lineage and approach them with the idea?

SV: It goes in both directions. I originally approached them after Divinity: Original Sin 1, but they felt that I was still too green then. When we did Original Sin 2 and I think when they saw what we were doing, Nathan came up to me from the Wizards and asked, "Do you still want to do that?" I said, "F *** yeah!"

I said, "I want to do this ." So he said, "Here's what you need to do." Then we did all those things, and that's what the deal came from.

What was the reaction? Did you sit down in the studio and say, "We have Baldur's Gate 3" – how was that?

SV: There were two reactions. Actually, it was pretty funny. So we have four studios. And I also told Steve not to tell the others because I wanted to be the one to tell them and see their faces.

We all gathered and had two reactions. We had the guys who were totally freaked out. But then, surprisingly or perhaps not so surprisingly, the younger ones who said, "What is this? [ Whisper ]" They did not really know what it was.

It shows you how long it has been since people actually played Baldur's Gate. Then, as people explained, the reaction was, "Oh my god, okay, that's really cool." But they did not have the crazy reaction you see from those who played it when they were young.

For many of them, it was their first RPG they ever played. That opened our eyes and immediately told us something we needed to overcome. If we want to do this game, we have to educate people about what that is.

Is Three a Newbie? A straight continuation? How much do you take from the originals?

SV: The previous Baldur's Gate games were based on Dungeons & Dragons 3.5. We are now the fifth edition of Dungeons & Dragons. Much has happened in Forgotten Realms. A lot has happened in Baldur's Gate, so this will be a new entry.

There will of course be clues to everything that happened in the first and second, but this is very much his own story. You do not have to have played the previous Baldur's gates to understand what's going on, but once you've done that, you'll recognize the references. For example, if you just look at the teaser trailer, you'll find that the guy from the Flaming Fist has a burning fist on his chest. According to records, it comes straight from Baldur's Gate 2.

SV : Yes. It is very much embedded in Forgotten Realms and where the Universe is at the moment, but it is a story of its own. We've worked very closely with Wizards, they've actually adjusted some things for us to make it work in the video game as well. They were very, very flexible in that. There are customizations that we had to make to make it a video game, but it does contain a lot of cult items people love about Dungeons & Dragons.

Of course, Larian has a lot of experience with In this genre, what do you think your studio will be able to do to help build what is already a dense franchise with a story?

SV: I think our systems are focused on adding a lot to what we've done in previous games. You will have much more agency available, because we offer you all the freedom you have when mastering challenges. The effect of it will be a big deal.

We are now in 2019 – so it will not necessarily come onto the market this year – but by 2019, the world has come a long way. With Divinity: Original Sin, we've shown that we can make what people call classic RPG values ​​modern. You'll see a modern version of Baldur's Gate, but more than anything, it will remain true to the core of Dungeons & Dragons. There will be difficult decisions, player agencies, systems, strong narratives, companions, gather your group.

All these things will be in place and you will be able to play it in both single player and multiplayer modes like the original ones, but then in our own way and much further developed than then.

The evolution of the games in the last 20 years since the original will obviously affect how Baldur's Gate 3 is. [19659002] SV: Yes. We try not to go backwards, but to go forward. I think we will also bring some new things to the genre. There's a whole bunch of things, ideas we've sat on that we could not use in our previous games that nobody in RPGs used. You will see that this has happened in Baldur's Gate 3.

If you've worked on the original divinity, was this even inspired by the Baldur's Gate series?

SV: ] It's funny that you mention it. Shortly before that, we made a game called The Lady, The Magician and The Knight (LMK), which was canceled. And we realized that Baldur's Gate was under development when we made LMK. Then it was obviously annulled and it was only on the butt.

When it came to soliciting the first divinity for publishers, we told them it was a cross between Diablo and Baldur's Gate just to explain the concept to them. Yes, there was definitely inspiration. Diablo was the one who had the focus on action role-playing games. Baldur's Gate dealt more with all the systems and statistics you had, and the group and participants who participated in the exploration. Baldur's Gate was much more explored worldwide than in Diablo, because you could interact with and talk to people, while Diablo was really about the evolution and action of the characters.

This was this series Something that has influenced your earliest games, it must now look quite amazing to build the next iteration of this series.

SV: Yes, it is a very big responsibility. I mean, that's the kind of game people have already defined for themselves what it's supposed to be. We will fight against these expectations, but we will do it the way we think fit. Then we will see what the community will say. I think they will have a lot of fun with it, but yes. Let's see.

What do you expect from the official announcement?

SV: We wanted to talk about it because it was us It's very bad to keep it a secret, so that was clear. We also want to talk to our community. We did all our games together with the community. That will not be different. Of course, we also have the entire Dungeons & Dragons community to deal with, and somehow, together, we will evolve into the role-playing game that deserves it.

  No caption provided

Are you doing the same way you did with Original Sin 2? Do you go with a Kickstarter or do you accept that completely and join the community with some commitment?

SV: It will not be a kickstarter, I can tell you that. Original Sin 2 was so incredibly successful that it made no sense to bring it to Kickstarter [Baldur’s Gate 3] except for the community. We will take other measures to involve our community, and we will announce them in the coming months.

At what stage of development is this currently?

SV: We are in production. This is the biggest RPG we ever did. Our team now has more than 200 employees, and together with all external staff, we employ more than 300 people. It is a very big production. It's the biggest we've ever done.

As the biggest role-playing game you've ever done, do you have an overarching goal, what you can expect in terms of scope?

SV: Freedom of choice, freedom of choice, that is the main pillar. Whether you play in single-player or multiplayer modes, you have the freedom to influence the world and respond to your actions as you begin this fantastic narrative. Friends on how your session went, say, "Let's play the same game ? " This is the ideal scenario, especially because of the choices you make.

The production values ​​are also very high. At that time, Baldur's Goals 1 and 2 were indeed achievements, considering the size of the world. It must be the same again when you look at it.

Then there is much to discover, right? When you play Baldur's Gate, you have explored many things, so this must be the same when you get the feeling of exploration, there is one more thing to discover and say, "Oh my God, that leads to this Thing, I did not expect that. "When you get there, you prefer to say," Oh, because of what I did there, this happened here. " Law? When we get that feeling, you will feel that the adventure belongs to you or your party.

Inspired by Tabletop Dungeons & Dragons, how does it affect the way you approach multiplayer? Is it going to be like sitting down with a dungeon master? Or will it be a certain number of party people?

SV: It's a video game, so you want your video games to respond quickly to what you do and what you want. It's meant to be presented to you visually. A dungeon master is very responsive to your imagination, so we have to show things here. In that sense it will be different.

When it comes to multiplayer, you can expect us to make sure everyone is their own hero, just like in a traditional tabletop session. We are grouped together, but each has its own story and defines a part of what will happen in this adventure, and maybe there will be conflicts. That should be very present.

If you're not familiar with Baldur's Gate, as you've already said, there are people new to this franchise, you can sort out what we see in the teaser somehow picking us up and get ready for Baldur's Gate 3?

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SV: Okay. Zunächst sehen Sie die Stadt von Baldurs Gate 3, was meiner Meinung nach die erste 3D-Wiedergabe überhaupt ist. Dann siehst du einen Ritter, der zu einer Gruppe von Söldnern namens The Flaming Fist gehört, die in den Außenbezirken der Stadt und in Teilen der sogenannten Unterstadt Recht und Ordnung sind. Sie haben auch einen oberen Stadtteil, in dem alle Reichen im Baldur-Tor leben. Sie werden von jemand anderem regiert, der The Watch heißt.

Dann sehen Sie, dass es eindeutig zu Konflikten gekommen ist. Es gibt überall Leichen und dann passiert etwas mit diesem Ritter und er durchläuft tatsächlich eine Version dessen, was wir als beschleunigte Zeremorphose bezeichnen würden. Dies ist im Grunde eine Art der Reproduktion, die diese Kreaturen, die sogenannten Mind Flayers, haben.

Sie stecken eine Kaulquappe in die Leute Köpfe, diese Kaulquappe wächst, und dann verwandelt sie einen Menschen oder ein menschliches Wesen in einen Geisteskranken, und das sind die Typen, die Sie vielleicht von Stranger Things kennen. Sie sind diese psychischen Wesen mit Tentakeln und sehr intelligent, aber sie sind Bienenvolkwesen. Sie haben ältere Gehirne, die sie befehlen.

Früher hatten sie ein unglaubliches Imperium, das sich Mind Flayer-Imperium nennt, aber die Dinge gingen schief, und seitdem haben sie sich an einem Ort namens The Underdark versteckt, der wie der tiefe Untergrund ist dieser Welt der Vergessenen Reiche. Irgendwie haben sie es geschafft, Leute in Baldur&#39;s Gate zu bringen, die sich in Gedankenfetzen verwandeln, und man sieht einige Schüsse, in denen sie in der Ferne fliegen, also ist es auch eine Invasion von Gedankenfattern.

In der allerletzten Einstellung Siehst du das große Ding mit den Tentakeln, das heißt Naulitoiden, und das ist das, was sie hatten, als sie ihr uraltes Reich hatten. Stellen Sie sich ein Raumschiff vor, das in der Lage war, die Astralebene zu navigieren, was … fast wie Quantenmechanik ist, um zu erklären, wie das funktioniert. [ lacht ]

Ja, das ist es, was Sie sehen . Zeit, die Party zu sammeln.

Was Sie in Baldur&#39;s Gate 3 tun, beeinflusst das jetzt die Tabletop-Version der Welt von Baldur&#39;s Gate?

SV: Ja, und wir haben sehr eng mit Wizards und den Leuten zusammengearbeitet, die an dem, was früher Eclipse hieß, Baldur&#39;s Gate: Descent Into Avernus, gearbeitet haben. Sie verbrachten viel Zeit mit uns und wir verbrachten viel Zeit in ihren Büros.

In Descent Into Avernus, das kurz vor Baldur&#39;s Gate 3, dem Videospiel, beginnt, wurde eng zusammengearbeitet, um die Keime für das zu pflanzen, was wir brauchten. Dort finden Sie eine Menge Dinge, auf die Sie im Spiel zurückgreifen können, und umgekehrt. Es gibt Samen, die für Dinge gepflanzt wurden, die sich zu einem Videospiel entwickeln werden.

Dies ist eines der ersten Spiele, von denen wir in Google Stadia gehört haben. Können Sie uns sagen, wie es auf einer unbekannten Plattform wie dieser funktionieren wird?

SV: Es ist für uns nicht so unbekannt [lacht . Wir sind schon seit einiger Zeit dabei. Die Sache mit Stadia ist, dass es für jeden zugänglich ist, zumindest wenn Sie Stadia-Dienste in dem Land haben, in dem Sie sich befinden. Sie können das Spiel auf einem sehr beschissenen PC mit sehr hohen Einstellungen spielen. Dies wird eines der Probleme lösen, die wir mit diesem Spiel haben, weil die Produktionswerte so hoch sind. Wir haben immer versucht, die Spiele auf ein relativ niedriges Niveau zu bringen, um dieses Problem zu lösen.

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Stadia lässt auch eine ganze Reihe von Community-Funktionen zu, die Sie sonst nicht ausführen könnten. Ich weiß nicht, ob du auf das geachtet hast, was im Streaming-Bereich passiert, wenn es um Dungeons & Dragons geht, aber da ist viel los. Mit Stadia können Sie viel mehr tun.

Wir implementieren Stadia eigentlich ziemlich tief im Spiel. Zu gegebener Zeit werden wir die Funktionen ankündigen und demonstrieren. Ich glaube nicht, dass die Leute genau verstehen, wie transformierend Stadien sein werden. Nicht auf korporative Weise, ich meine es auch so. Weil sie es nicht gesehen haben, haben sie es nicht angerührt, aber es ist etwas ganz Besonderes.

Ich nehme an, dass dies eine großartige Möglichkeit ist, Dungeons & Dragons zu bringen, die für jedermann zugänglich sein sollen, scheint Stadia wie eine perfekte Ergänzung dazu. Wie Sie sagten, kann jeder mit einem beschissenen PC noch spielen und sich engagieren.

SV: Es demokratisiert es. Ich meine, du kannst überall darauf zugreifen und wenn du ein RPG hast, das über 100 Stunden dauert und das du im Mehrspielermodus spielst, ist eines der größten Probleme, das du hast, wann kann ich an meiner Party teilnehmen? Wann wird die Party zusammen online sein?

Wenn Sie mit etwas wie Stadia von überall darauf zugreifen können, um die Chancen zu erhöhen, dass Sie Ihr Abenteuer zusammen fortsetzen können, finde ich, dass dies eine wirklich gute Sache ist.

Sie haben mir buchstäblich nur den Teaser gezeigt, aber haben Sie irgendeinen Zeitrahmen, wann die Leute Baldur&#39;s Gate 3 in die Hände bekommen können?

SV: Wenn es fertig ist, ja. Du hättest sehen können, dass einer kommt [ lacht ]. Wir werden uns die ganze Zeit nehmen, um dieses wirklich, wirklich gut zu machen. Ich glaube, die Leute haben 20 Jahre gewartet, also können sie es sich leisten, ein bisschen länger zu warten.

Es wird eine Menge Aufregung geben, wenn die Leute es entdecken. Wir haben schon einige Aufregung wegen des Lecks gesehen, aber ich denke, dass es verdient, wirklich gut zu sein, und ich denke wirklich, dass mein Team in der Lage ist, zu liefern.


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