Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Baldur's Gate 3 Community Update #24: Looking To The Future

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,616
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Baldur's Gate 3; Larian Studios

https://store.steampowered.com/news/app/1086940/view/3669924544104905987

Since launching last month, a lot of tweaks and updates can already be seen in Baldur's Gate 3. Over the past few weeks we've chased down bugs, polished up some cinematics, and used your feedback to help organize our thoughts and inform our plans going forward. The first major patch just launched, solving over 1000 bugs to hopefully make Baldur’s Gate 3 an even better experience. But it was still a patch designed primarily to squash bugs.

We want to go further than that. We now find ourselves at a time where we’re able to properly sit down and consider how to parse feedback beyond bug fixing and UX tweaks. Patch 2 is just around the corner, and while it does include bug fixes, it also includes substantial performance improvements for the first time since launch. Perhaps more notably, we’re adding better closure to the story’s final act in the form of a more fleshed-out ending for Karlach - something many of you have been asking for.

Before we get ahead of ourselves, let’s take a moment to focus on a conversation some of you have been having in the background. Many of the points that come out of this conversation are being funneled into the umbrella term of ‘cut content’, so we thought it would be helpful to give you some clarity about that as we think about the future of Baldur’s Gate 3.

We went through many different threads and reviews with our community teams, and we think we’ve managed to truncate the discussion about cut content and Act 3 into three topics: Performance, Bugs, and User Experience.

User Experience. UX covers a lot of things: from how it feels to play the game, to how you feel when you’re playing it. Baldur’s Gate 3 is a game 3 years in Early Access and 6 years in the making. Many of the ‘building blocks’ or ideas, tests, or however you want to refer to the junk data that falls outside of what we shipped with, can and is being datamined. That’s okay, but it’s important to understand that not every building block in the giant box of Lego is needed to create the experience we ultimately envisioned and intended over years of iteration.

We’ve seen three types of complaints that are being referred to as cut content:

The first references content that actually doesn’t properly trigger because of a bug, for instance some of Minthara’s reactivity. We’ve located what’s causing that and are working on it - expect a fix for this soon.

The second is about the epilogue. What’s been datamined is not really cut content but content that we didn’t want to release because we didn’t think it worked. We’re pretty strict with ourselves and our ideas. If it isn’t good - if it isn’t fun to play - it doesn’t make it into the game. One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience. But clearly, not everyone agrees with us! So we’re going to do something about it.

We’ve started expanding the epilogues and you’ll see the first results of that in Patch 2 with the addition of a new optional ending with Karlach. It’s fiery, poignant, and gives her the ending she deserves.

The third is about the things we actually didn’t plan for, and those we once considered but ultimately didn’t do.

It was always our intention for the Upper City to be an epic, cinematic epilogue bringing the story of Baldur’s Gate 3 to a close. But we didn’t talk about that in advance because it would have been a major spoiler.

We feel confident that there’s enough content in Baldur’s Gate 3, and the city itself, clocking in weeks-long playthroughs at a time. But that’s not to say Baldur’s Gate 3 didn’t see cuts just as every game. It’s just important to know that what ultimately shipped was planned long ago, in function primarily of making Baldur’s Gate 3 fun to play, not for us to close development quickly.

Baldur’s Gate 3 is a game with many release dates, and despite us moving its launch up by around a month, it’s still a couple years late. It was late because we grew teams, ambition, and ideas in function of it being the best game it could possibly be. Thankfully, not every idea makes it into the final launch. It wouldn’t be the game you enjoy if they did.

We’re happy that Baldur’s Gate 3 has resonated with a great many of you, but we’ll never take that for granted. We’re committed to tying up loose ends, fixing the remaining bugs, and improving things where we see they could - and should - be improved.​
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,815
Location
Ommadawn
One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience. But clearly, not everyone agrees with us! So we’re going to do something about it.
LOL
just 1 week before launch Swen was talking about 1700 possible endings. What a bunch of lying faggots.
It was always our intention for the Upper City to be an epic, cinematic epilogue bringing the story of Baldur’s Gate 3 to a close. But we didn’t talk about that in advance because it would have been a major spoiler.
Maybe someone should have informed Swen then because he was making the rounds yelling that the upper city would be explorable not too long ago.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
Its always the same shit with Larian, the last act of their games is always a letdown... this time its even worse because they spent months pre release saying that it wouldnt happen this time, that the city was enormous and that the game has more than a thousand endings.

Now its damage control time after they made all the money with the pre release hype.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,928
Location
Swedish Empire
One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience. But clearly, not everyone agrees with us! So we’re going to do something about it.
LOL
just 1 week before launch Swen was talking about 1700 possible endings. What a bunch of lying faggots.

PFFT Todd Howard promised us atleast 4900 ending cut-scenes in Fallout 3
 

Tim the Bore

Scholar
Joined
Mar 20, 2018
Messages
111
Location
Potatoland
This is a really wordy way of saying "we wanted to release the game before Starfield and needed to polish Act 1 for the reviewers, so we cut the whole map from Act 3 and stitched the pieces together haphazardly".

One of the reasons why we trimmed the epilogue is because we were afraid the ending cinematics were becoming too long and would detract from the epicness of the experience

My sides :hahano: "The game lasts for 100+ hours, but we thought that extra 5 minutes was pushing it too far". Even Godd Todd would tell you that this is lame PR.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom