Baldur’s Gate 3 Devs Explain Why it Launched Without Game-changing Feature

Larian Studios, the developers of Baldur’s Gate 3, have provided an explanation for why the game was initially released without the option to view dialogue in first person. Although the feature was tested, it was ultimately discarded.

Larian Studios’ Baldur’s Gate 3 has been a resounding success for the gaming world. This expansive open-world RPG has earned numerous game of the year accolades for its boundless imagination and non-linear narrative, empowering players to shape their own path and adventure through the realms of Faerun.

Additionally, the game’s triumph can also be attributed to its extensive utilization of cinematics and cutscenes, effectively enhancing and bringing the story to life as you progress through the game. This allows for a deeper level of immersion in the gameplay, ensuring that you remain fully engrossed in the narrative.

Despite this, the developers have announced a game-changing feature that was not initially included in the game’s launch. This feature would have allowed players to experience the game in a first-person perspective.

During a panel for Baldur’s Gate 3 at PAX West, Larian CEO Swen Vincke disclosed that the development team had explored using a more intimate camera style for the RPG. Vincke revealed that they had experimented with first-person dialogues, but ultimately decided against it.

Initially, the developers were uncertain about the inclusion of cinematics during the early access stage. According to art director Alena Dubrovina, they had a few proof of concepts and were still deliberating on whether to include them or not. Eventually, they made the decision to include them.

Vincke added that the cinematics for Baldur’s Gate 3 were the primary obstacle the studio encountered. He explained that when the team expanded from 120 to 400 people, they were unprepared for the immense task of creating and implementing a large number of cinematics in the game.

This was a significant departure from the developers’ previous work, including titles such as Divinity Original Sin which lacked the same level of intricacy. “It was a significant leap for us, and managing it was incredibly challenging.”

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