Baldur's Gate 3 is finally releasing in August for PC, in September for PS5, and potentially later for Xbox Series X/S. This RPG fully embraces Dungeons and Dragons 5E, creating a dynamic world where each player experiences a unique story. However, crafting such intricate branching paths requires great effort. To accommodate this, Baldur's Gate 3 includes a staggering 174 hours of cutscenes.
Game Rant recently interviewed Adam Smith, the lead writer of Baldur's Gate 3. They discussed the extensive writing process, which encompasses character development, romances, cat dialogue, quest variations, and more. The following transcript has been edited for clarity and conciseness.
Q: Could I get you to state your name and role?
A: I'm Adam Smith, and I'm the lead writer on Baldur's Gate 3 from Larian Studios.
Q: How does the writing team contribute to the subclasses and do they follow the handbooks or expansions they originate from?
A: The writing team primarily focuses on gameplay aspects when it comes to subclasses. We primarily respond to classes rather than subclasses, so our involvement is mostly centered around gameplay. As for adhering to the handbook, it's more of a translation process. During the early access stage, we developed our own interpretation of the ruleset and how it should function in the video game. I believe we captured the essence of it quite well. We did, however, experiment and explore certain aspects, which has continued throughout development. Our main goal is to make sure the subclasses are maximally useful and fitting for our campaign and world.
The Way of Shadow Monk is my favorite. It was added to our repertoire just last week, and I've been immersing myself in playing and experimenting with it. When you witness the incredible possibilities that await your shadow monk in the urban setting, it becomes clear why being a monk in the city is so appealing. Comparatively, being a monk in the wilderness seems less enticing to me. Once you embrace the city environment, you find yourself effortlessly traversing rooftops, outpacing everyone else, eluding guards with ease, and executing hit-and-run tactics seamlessly.
A: No. Never. We were aware that the story had a significant scale. We understood that the climax had to be rightfully earned. In relation to the Dungeons and Dragons aspect, if you begin as a level 1 adventurer and aim to reach level 12, the power progression is immense. By that point, the characters become extremely formidable compared to an average person. Therefore, we needed to present challenges of equal or greater power to maintain the intensity. We knew that players couldn't spend hours battling goblins.
We must continue to raise the stakes, and in order to do so, you must earn it. It takes time to earn it, and we anticipated it would be significant. However, initially, we didn't realize how intricate and dense it would be. It's not like the consecutive books or Game of Thrones series as mentioned in the press release. To illustrate, imagine starting as Frodo in the peaceful Shire. Later, you may decide to make your way to the Prancing Pony and meet up with your Hobbit companions along the journey.
However, once your Hobbit friends catch up, you have the freedom to betray them and continue on your own path. Even when you encounter Gandalf, you can disregard the quest entirely. You also have the option to wear The Ring excessively and fall into madness. We allow you to explore these possibilities. Therefore, your Lord of the Rings experience could be that of the person who successfully walked into Mordor. Although you will likely face defeat, we give you the opportunity to attempt it. Rather than focusing on the length of the game, our emphasis lies on its complexity and depth.
The assistance you receive can vary based on the companions accompanying you. Jaheira has proven to be helpful in certain situations, but there are times when they can be unhelpful or even cause trouble. Take Karlach, for example, who is a barbarian with a fierce temperament. When she becomes enraged, she becomes a force to be reckoned with, even setting things on fire. Karlach is our unique creation, an infernal barbarian, and there is a scene in the game where you confront a highly dangerous individual and their formidable minions. While the rest of your party advises caution, Karlach's response is, "I am going to absolutely destroy them."
In essence, Karlach embodies a true barbarian.
She is truly remarkable. It's interesting to consider the possibility of entrusting everything to her and witnessing her effortlessly resolving the situation, even to the extent of facing arrest. The dilemma then lies in whether to orchestrate her escape from jail or allow her to suffer the consequences. However, this scenario would only occur in certain variations of the story, as there are numerous different versions. Obtaining a comprehensive understanding of all the variations in sequential order is simply impossible. One cannot expect to grasp every aspect in a single playthrough.
Nonetheless, in a single playthrough, it is possible to have the majority of companions accompanying you. You can keep them in your camp, rotate them in and out, and experience their respective storylines. However, it is impossible to pursue every romantic relationship within a single playthrough, as some companions are accepting of such endeavors while others strongly oppose it. We deliberately implemented instances where some characters are completely unfazed by the fact that you may have been involved with others, while others react with pure jealousy and threaten violence. It is not uncommon for certain characters to proclaim, "I've chosen you, now get rid of the others," prompting a necessary conversation amidst the ongoing events.
There are two companions that you can never have in the same party because one is only available if you kill the other, which is cool. So yeah, I mean, it's very complicated.
Larian managed to handle the task of writing and adjusting for various romance possibilities with the help of our talented designers. All of our writers also have a design background, which adds to their understanding and expertise. When it came to the romance aspect specifically, we had a dedicated person who meticulously worked out all possible permutations. They then provided us with dialogue files that outlined the specific reactions and interactions needed for each permutation.
We wrote and tested everything to determine what works and what doesn't feel quite right. It's a collective effort, and no one person can take credit for the dialogue in the game. The artists contribute to its visual appeal, and the voice actors bring it to life. The success is always due to someone doing their job exceptionally well; that's just how it works.
Each companion has their own dedicated writer who also does other tasks. While we don't have anyone solely responsible for character origins, the writers know them inside out. They have been working with the characters for six years, so if I ask Lae'zel's writer for a line in a specific scenario, like when she walks in on me being intimate with a druid, they can quickly and accurately provide it. They deeply understand these characters and have them fully realized in their minds.
Q: How did the approach differ between the returning legacy characters and the original characters?
A: When it comes to the legacy characters, there was a unique challenge with Minsc in particular. Despite his popularity, translating him into our 3D game required careful consideration. In the isometric Baldur's Gate 1, his eccentricities weren't as noticeable. But now, we had to think about how to depict him as a realistic person. In our exploration, we delved into his character traits, such as his beloved pet hamster, Boo. Although you haven't seen it yet, he does get reunited with his furry companion, which adds a lot of enjoyment to the game.
However, it presents an immense challenge as he is suddenly transported into a vastly more authentic world, one that is in high definition. Yet, our aim is to maintain his believability, despite his peculiarity. There is a particular interaction with Minsc that fills me with pride, where you have the opportunity to inquire about his past experiences. You can ask him about his adventures in Baldur's Gate 1 and 2, prompting him to reflect on them as he remarks, "You know, everyone recounts those tales endlessly. I can barely recall half of them. However, there is one memory that remains etched in my mind." And thus, he proceeds to recount a poignant and melancholic narrative.
He recalls, "This is my recollection of the one who didn't make it. It was a heartbreaking loss." The unexpected revelation catches everyone off guard, leaving them stunned. Suddenly, Boo emits a small noise and he adds, "Yes, I understand. I feel her absence as well."
It deeply affects me. Humanizing Minsc was indeed a difficult task.
I understand the amount of effort it must have required. I mean, he managed to escape from a Mimic.
Oh, it truly is challenging. Yes, Jaheira was easier to relate to because we wanted her and found a place for her early on. There's this desire to maintain a connection to the previous games, and we have various ways to achieve that, not just through the two characters. But when you listen to her, she's someone who survived the past crisis, witnessed it firsthand. She's traveled the world, rectified numerous injustices, and witnessed far too many deaths. She's nearly ready to retire from her life as a warrior and move on.
When you initially encounter her, she exudes an aura of despair, expressing that there is no remaining hope and that everything is irreversibly lost. It is an incredibly bleak scene. However, her gaze suddenly shifts towards you and she proclaims, "I believe you may be the ones we have been anticipating. You are the new champions."
This particular instance holds significant importance as it symbolizes the act of passing down the torch. Another notable moment arises when she utters those words, and you unexpectedly betray her by disregarding her trust.
Q: I can't even imagine how many world states that would even be.
I don't even know. At one point, we were exhaustively exploring the origin characters, experimenting with different combinations and asking ourselves, "Have we encountered this aspect? Have we encountered this aspect?" However, it dawned on me that in order to thoroughly test all the possibilities for one character, I would have to play the game a staggering 18 times.
There's so much to consider, especially when it comes to the romantic aspects. Some of it can be revealed through save scumming, but there's also a completely separate storyline that adds another layer of complexity. Additionally, it operates on a faction level, and by the time you reach the end, you've crafted your own unique narrative.
A: We invested a significant amount of time discussing the timing and sound of the dice rolling to create a sense of tension. It adds an element of excitement to the game. One of the most memorable moments occurs when things don't go as planned, and some players choose to restart the game. That's perfectly acceptable. However, the thrill also lies in attempting to navigate difficult situations and accepting the subsequent outcomes. It adds an enjoyable aspect to the gameplay.
We don't hold our beloved characters dear, as they can be killed by anyone, including yourself. One of the most interesting aspects of the game is Karlach, a character I particularly adore. She is a fully-developed character with her own background story. You can choose to play as her or have her as a companion, and she even has romantic storylines. A significant amount of effort was dedicated to crafting her character, yet right after meeting her, you are given the option to decapitate her if requested.
On the other hand, we have Minthara, one of the goblin leaders in Act One. She is portrayed as an antagonist, and your primary objective is to eliminate her and the other villains. However, if you decide not to kill her, you can recruit her and bring her along until the end of the game. She also has a complete romantic arc, but it seems most players simply choose to eliminate her.
What information can you provide about the additions of The Dark Urge in relation to the original characters?
I consider The Dark Urge to be a fusion, functioning as both an original character and a customized character simultaneously. It provides the option to select a specific race and class, without being limited to only Dragonborn. The Dark Urge can embody various combinations, such as a Halfling Cleric or a Half-Orc Monk, based on personal preference. Nevertheless, the central storyline remains consistent: the character awakens on the Nautiloid without any recollection, consumed by an intense desire to eliminate a particular individual.
In these moments, you encounter the same scenes as everyone else, but with different choices. These choices involve resisting or indulging in urges. As an example, when Gale the Wizard emerges from the portal, playing The Dark Urge grants you a dialogue option where you imagine severing his hand. If you choose this option, everything fades out, screams are heard, and you come to realize that you have just killed him, although you have no memory of doing so.
The story's setting is deeply intertwined with these experiences, as you become haunted by thoughts, visions, and dreams. Occasionally, you wake up to find a dead body in your camp, with no recollection of causing it. At this point, you must either hide the body from your companions or confess to the act. Naturally, your companions assume that it is the result of the parasite, but why does it only happen to you? SPOILER: It is not actually due to the parasite.
Q: What can you tell me about the new Dragonborn race too?
Dragonborns, unlike the Gith who are true extraterrestrial beings, find themselves as outsiders in society. Due to their rarity, people tend to react differently towards them, often expressing surprise at their presence. Additionally, Dragonborns tend to intimidate others, partly due to their distinct cultural traits. Traditionally, Dragonborns prioritize the concepts of clan, order, and belonging, although they are not confined to this archetype. Interestingly, Dragonborns possess the ability to influence others to work together, as teamwork holds great significance to them. Moreover, their ancestral ties to dragons grant them connections in situations involving these mighty creatures, which are bound to arise in a D&D game.
Shifting gears abruptly, how did you tackle the issue of cat dialogue?
I believe that the majority of the cat dialogue is penned by one writer who possesses either a profound fondness or a distinct aversion towards felines, and I cannot discern which. Nevertheless, she has excelled in this regard. I believe that every person has a beloved cat, and within the game, there exists a multitude of them. The feline that captivates my attention the most, upon hovering over, bears the name Your Majesty.
In a rundown tavern, there is a cat. By clicking on the cat and if you have the ability to Speak with Animals, you can interact with it. You have the option to ask its name, which it will respond to. It goes by Kittykins, but it prefers to be called Your Majesty. However, if you express your intention to call it Kittykins, it will request you not to. Additionally, if you say thank you, it will dismiss you.
What makes this cat interesting is its snobbish demeanor. At one point, you can compliment it, and it will disagree, saying that it doesn't find you great. Furthermore, if you ask it to join your group, it will decline and leave, stating that it would rather die. It demonstrates true cat behavior, which I find fascinating.
Q: I know we keep going back to those permutations, but how hard are they to also manage on the quest level?
The serial killer quest, featuring the Speak with the Dead spell, has proven to be a major source of frustration for me. This quest revolves around a serial killer who is terrorizing the city, and it can be initiated by discovering any of the murder scenes scattered throughout the area.
Once you uncover a murder scene, your investigation will lead you to other crime scenes, and it is crucial for us to determine the order in which you come across them in order to appropriately respond. We need to ascertain whether there is already an investigator present at each scene or not. It is even possible for you to eliminate the investigator, as we have allowed for that possibility. Additionally, there are instances where you may be able to anticipate a murder and attempt to prevent it from occurring, although there is also the chance that you may not make it in time. Furthermore, it is within your power to intervene in the killings by being present when the murderer strikes.
That's only the beginning of an insane quest. As you search for evidence, you find yourself going deeper and deeper, exploring places you never thought possible. It may seem like a mere side quest, but it delves into uncharted depths. Even figuring out how the quest begins was a headache, and in multiplayer, another player could stumble upon a different body, which adds another layer of complexity that needs to be considered.
In conclusion, with the anticipated influx of new players who haven't experienced the early access, what message would you have for them as they embark on building their own worlds in Baldur's Gate 3?
A: Embrace the possibility of making mistakes. Improvisation is an integral part of tabletop gaming, and it applies to our game as well. If things seem to be going wrong, strive to survive. Overcoming challenges by the narrowest of margins may uncover hidden abilities or lead to unexpected outcomes, whether through altered dialogue, improved recovery, or an entirely different storyline. Dare to venture beyond the boundaries of the world and don't hesitate to try new things. We offer various character builds, multiclassing options, and unique origin characters. Experiment and discover if using thunderwave can transport Gale across that chasm. The answer may not always be yes, but sometimes it just might work. Baldur's Gate 3 is a vast universe of interconnectedness, intricate systems, captivating characters, and more. Dive in, explore, and uncover the endless possibilities.
Baldur's Gate 3 is coming to PC on August 3 and PS5 on September 6. An Xbox Series X/S version is in development.