The developer of Baldur’s Gate 3 explains in detail how and why players can interrupt the game: “The easiest thing to do would be to block the player… but we don’t like that at Larian.”

In a newly published presentation for Sofia Game JamLarian, screenwriter Mihail Kostov outlined the work and thinking that goes into an RPG as free-form as Baldur’s Gate 3, focusing on the “edge cases” that Larian had to account for, even though an incredibly small percentage of players might encounter them. We’ve heard similar stories from Larian before, but Hostov offered an interestingly silly approach.

This comes on the heels of newly discovered content from Proxy Gateway Tacticianwho discovered new security safes and a rare unsolved soft lock associated with the loss of the all-important Netherstones in Baldur’s Gate 3. One of these protections, a group of kobolds who can recover your Netherstones from a destroyed factory in case you somehow left them behind before the explosion, comes Kostov’s speech. The rest of the presentation is an equally fascinating look under the hood of a famously detailed RPG. Spoilers for Baldur’s Gate 3, up to and including Act 3, ahead.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top