Baldur’s Gate 3 avait à l’origine un système de conversion en coopération plus profond [VIDEO]

Once again, Larian Studios was forced to simplify things a bit, which is understandable since the planned fugue plane after death didn’t make it into Baldur’s Gate 3 (we reported on this recently).

 

The Belgian team tried to implement Divinity: Original Sin’s role-playing discussions into the dialog options, but it was too much for them. Larian Studios founder Swen Vincke spoke about this at a PC Gamer roundtable. Ted Peterson, the writer and designer of The Elder Scrolls (back in the nineties), pointed out that it’s hard for multiplayer titles and MMOs to maintain tone. It’s easy to see the difference between how a player behaves and how a character behaves. This was something Vincke kept in mind and experimented with during the development of Baldur’s Gate 3, but the problem, he said, was that it was too intense to make it work.

In the first Divinity: Original Sin, you could role-play dialogue with your partner when playing cooperatively. This was well into the development of Baldur’s Gate 3, but the problem was that the dialog system became so extensive that Larian could no longer keep it under control. So they ended up cutting it all out, but since their game was still a critical success, both with players and at awards galas, it’s probably for the best that they didn’t end up overcomplicating it.

It’s true that when four of you play Baldur’s Gate 3 together, communication is a bit limited, but it’s still fun to have fun with others outside of the dialog system, so it won’t be too noticeable that Larian changed this from the original concept. And for a more complex system, you can always go back to Divinity: Original Sin one and two.

Or wait for their next game: according to Vincke, there’s a good chance that this system will return in their next game. If it’s smaller than Baldur’s Gate 3, they won’t make it too complex.

Source: PCGamer

 

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BadSector is a seasoned journalist for more than twenty years. He communicates in English, Hungarian and French. He worked for several gaming magazines - including the Hungarian GameStar, where he worked 8 years as editor. (For our office address, email and phone number check out our impressum)