Why did Baldur's Gate 3 blow up? Larian lead writer says it's thanks to "a big gamble" with CRPG standards

"We believe RPGs are big ... So we always believed the audience was there," says Adam Smith

https://www.gamesradar.com/why-did-baldurs-gate-3-blow-up-larian-lead-writer-says-its-thanks-to-a-big-gamble-with-crpg-standards/

Why did Baldur's Gate 3 blow up? Larian lead writer says it's thanks to "a big gamble" with CRPG standards

"We believe RPGs are big ... So we always believed the audience was there," says Adam Smith

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This game gives me the same vibes as Bioware games like Mass Effect and Dragon Age, I was craving for something like this, without the microtransactions and gambling bullshit infesting most modern games.

I’m not fond of DnD mechanics but it’s ok, it’s worth it nonetheless, BG3 is truly spectacular.

DnD 5e mechanics works ok-ish, nothing really wrong with them. But 4e would have been waaaay better. Imagine more battlefield manipulation, more pushes and pulls. And a bit more dangerous ground, not DOS levels but a bit more. 4e would shine then.

I do agree with the person you’re replying to, in that I’m not a huge fan of how DnD mechanics work in BG3 - “works ok-ish” is what I would also say about them. But it does do its job just fine, so this isn’t a big issue by any means.

My personal issues are as follows:

  • Heavy reliance on RNG in combat. In turn-based games, I always prefer game mechanics which work as I planned, maybe with small variance (i.e. look at Advance Wars). Basically I prefer when my planning is the part determining how the combat flows (damage or cc? Which target? Where do I move to?) - there’ll always be some “I’m not sure what happens on next round” due to just not being able to know what the enemies will do on their turn, so I don’t really need even more RNG in the form of hit/miss (& save) rolls.

    • I do think that RNG in some abilities is fine (i.e. I could live with all crowd control being dice rolls), but I don’t like that there’s just so many layers of RNG in all things. Damage abilities: first roll if you hit or miss, and if you hit, then the damage variance is often like 5d6 (5 to 30) - it’s almost like doing two rolls to figure out if you actually deal any notable amount of damage or not.
  • Practically everything related to the resting mechanic. I really feel like the game would be better if you just had fully recharged spells (and other stuff) in the beginning of any fight - and obviously then balanced with that in mind. Where needed, devs could tag a certain area as “no resets here” so you know you’ll be forced to do a couple of fights in a row without resets.

    • One reason making me think this way is just the amount of available food, since get more than enough resources to do a full rest after practically any fight anyway - so now it just becomes a QoL issue. It’s not “do I want to use my resources to reset here?”, in practice the choice is just “do I want to spend a couple of minutes going through loading screens?”.
    • If there was less food available so that you’d need to be careful about when/where you do a full rest, progress through the game would be: go forward until you fail a fight, load the game, do a full rest, fight with full resources - this really doesn’t sound fun in practice. I don’t think there’s a way to make this sort of a resting mechanic in such a way that I’d personally like it (at least without changing a lot more about the game as a whole).
  • I do want to finish this with another disclaimer that I do think BG3 is a great game, and these are really just minor issues - I completed the game yesterday and enjoyed my time throughout the game. But my two biggest issues that I can point out about the game’s mechanics are both just base mechanics of DnD.

    Re point #2… was completely agree. Resting us always been horrible in every Baldurs Gate game. There is little to no consequence to resting in these games. Start fight, alpha strike, rest, repeat. It takes me out of the game when the mechanics don’t match the environment. I’m aware that resting is optional, but still… Unless you’re running a pure martial team, you’ll need to rest before the sun hits high noon.

    The Owlcat Pathfinder games solved this problem brilliantly. They baked it into the gameplay by adding fatigue after so many in game hours, and the camp was something you setup in place, not some static map you revisit every very time. By far my most favourite resting mechanic I’ve seen in cRPGs. If I could change one thing about BG3, it would be this.

    The Pathfinder PC games have one fatigue problem IMO and it’s that fatigue/resting should just happen while you travel (literally just add time based on fatigue timing) so you can just click somewhere, go there, and play without needing to manually rest.

    Otherwise I was a big fan, especially with corruption in WOTR

    Solid argument. It was a pain to pop into a map supe up with buffs do half the map then have someone bitch about being tired.

    But that’s the Seela always took remove fatigue for her lay on hands blessing.

    But that’s a solid qol upgrade for sure.