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Editorial The Digital Antiquarian on the Making of Baldur's Gate

Infinitron

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Tags: BioWare; Brian Fargo; Descent to Undermountain; Feargus Urquhart; Greg Zeschuk; Interplay; James Ohlen; Ray Muzyka; The Digital Antiquarian

https://www.filfre.net/2025/03/the-crpg-renaissance-part-4-long-live-dungeons-dragons/

They decided to show the Infinity Engine to their friends at Interplay, accompanied by the suggestion that it might be well-suited for powering an Ultima Online competitor. They booked a meeting with one Feargus Urquhart, who had started at Interplay six years earlier as a humble tester and moved up through the ranks with alacrity to become a producer while still in his mid-twenties. Urquhart was skeptical of these massively-multiplayer schemes, which struck him as a bit too far out in front of the state of the nation’s telecommunications infrastructure. When he saw the Infinity Engine, he thought it would make a great fit for a more traditional style of CRPG. Further, he knew well that the Dungeons & Dragons brand was currently selling at a discount. Muzyka and Zeschuk, who were looking for any way at all to get their studio established well enough that they could stop taking weekend shifts at local clinics, were happy to let Urquhart pitch the Infinity Engine to his colleagues in this other context.

Said colleagues were for the most part less enthused than Urquhart was; as we’ve learned all too well by now, the single-player CRPG wasn’t exactly thriving circa 1996. Nor was the Dungeons & Dragons name on a computer game any guarantee of better sales than the norm in these latter days of TSR. Yet Urquhart felt strongly that the brand was less worthless than mismanaged. There had been a lot of Dungeons & Dragons computer games in recent years — way too many of them from any intelligent marketer’s point of view — but they had almost all presumed that what their potential buyers wanted was novelty: novel approaches, novel mechanics, novel settings. As they had pursued those goals, they had drifted further and further from the core appeal of the tabletop game.

Despite TSR’s fire hose of strikingly original, sometimes borderline avant-garde boxed settings, the most popular world by far in which to actually play tabletop Dungeons & Dragons remained the Forgotten Realms, an unchallenging mishmash of classic epic-fantasy tropes. The Forgotten Realms was widely and stridently criticized by the leading edge of the hobby for being fantasy-by-the-numbers, and such criticisms were amply justified in the abstract. But those making them failed to reckon with the reality that, for most of the people who still played tabletop Dungeons & Dragons, it wasn’t so much a vehicle for improvisational thespians to explore the farthest realms of the imagination as it was a cozy exercise in dungeon delving and monster bashing among friends; the essence of the game was right there in its name. For better or for worse, most people still preferred good old orcs and kobolds to the mind-bending extra-dimensional inhabitants of a setting like Planescape or the weird Buck Rogers vibe of something like Spelljammer. The Forgotten Realms were gaming comfort food, a heaping dish of tropey, predictable fun. And the people who played there wouldn’t have had it any other way.

And yet fewer and fewer Dungeons & Dragons computer games had been set in the Forgotten Realms since the end of the Gold Box line. (Descent to Undermountain would be set there, but it had too many other problems for that to do it much good.) SSI and their successors had also showed less and less fidelity to the actual rules of Dungeons & Dragons over the years. The name had become nothing more than a brand, to be applied willy-nilly to whatever struck a publisher’s fancy: action games, real-time-strategy games, you name it. In no real sense were you playing TSR’s game of Dungeons & Dragons when you played one of these computer games; their designers had made no attempt to implement the actual rules found in the Player’s Handbook and Dungeons Master’s Guide. It wasn’t clear anymore what the brand was even meant to stand for. It had been diluted to the verge of meaninglessness.

But Feargus Urquhart was convinced that it was not yet beyond salvation. In fact, he believed that the market was ready for a neoclassical Dungeons & Dragons CRPG, if you will: a digital game that earnestly strove to implement the rules and to recreate the experience of playing its tabletop inspiration, in the same way that the Gold Box line had done. Naturally, such a game would need to take place in the tried-and-true Forgotten Realms. This was not the time to try to push gamers out of their comfort zone.

At the same time, though, Urquhart recognized that it wouldn’t do to simply re-implement the Gold Box engine and call it a day. Computer gaming had moved on from the late 1980s; people expected a certain level of audiovisual razzle-dazzle, wanted intuitive and transparent interfaces that didn’t require reading a manual to learn how to use, and generally preferred the fast-paced immediacy of real-time to turn-based models. If it was to avoid seeming like a relic from another age, the new CRPG would have to walk a thin line, remaining conservative in spirit but embracing innovation with gusto in all of its granular approaches. The ultimate goal would not be to recreate the Gold Box experience. It must rather be to recreate the same tabletop Dungeons & Dragons experience that the Gold Box games had pursued, but to embrace all of the affordances of late-1990s computers in order to do it even better — more accurately, more enjoyably, with far less friction. Enter the Infinity Engine.

But Urquhart’s gut feeling was about more than just a cool piece of technology. He had served as the producer on Shattered Steel, in which role he had visited BioWare several times and spent a fair amount of time with the people there. Thus he knew there were people in that Edmonton office who still played tabletop Dungeons & Dragons regularly, who had forged their friendships in the basement of a tabletop-gaming shop. He thought that a traditionalist CRPG like the one he had in mind might be more in their wheelhouse than any giant-robot action game or cutting-edge shared virtual world.

He felt this so strongly that he arranged a meeting with Brian Fargo, the Big Boss himself, whose soft spot for the genre that had put Interplay on the map a decade earlier was well known. When he was shown the Infinity Engine, Fargo’s reaction was everything Urquhart had hoped it would be. What sprang to his mind first was The Faery Tale Adventure, an old Amiga game whose aesthetics he had always admired. “It didn’t look like a bunch of building blocks,” says Fargo today of the engine that Urquhart showed him in 1996. “It looked like somebody had free-hand-drawn every single screen.”

As Urquhart had anticipated would be the case, it wasn’t hard for Fargo to secure a license from the drowning TSR to make yet another computer game with the name of Dungeons & Dragons on it. The bean counters on his staff were not excited at the prospect; they didn’t hesitate to point out that Interplay already had Fallout and Descent to Undermountain in development. Just how many titles did they need in such a moribund genre? They needed at least one more, insisted Fargo.

BioWare’s employees were astonished and overjoyed when they were informed that a chance to work on a Dungeons & Dragons CRPG had fallen into their laps out of the clear blue sky. James Ohlen and his little gang from Grande Prairie could scarcely have imagined a project more congenial to their sensibilities. Ohlen had been running tabletop Dungeons & Dragons campaigns for his friends since he was barely ten years old. Now he was to be given the chance to invent one on the computer, one that could be enjoyed by the whole world. It was as obvious to Urquhart as it was to everyone at BioWare that the title of Lead Designer must be his. He called his initial design document The Iron Throne. When a cascade of toilet jokes rained down on his head in response, Urquhart suggested the more distinctive name of Baldur’s Gate, after the city in the Forgotten Realms where its plot line would come to a climax.​
 
Vatnik
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He felt this so strongly that he arranged a meeting

Fake news.

If your source is feargus, you can disregard it.

BioWare says Feargus saw it and was completely disinterested. But when he heard that they've got a big meeting about it with a competitor, suddenly he got very courteous, smiling and inviting. Told them not to attend that meeting and meet with him instead. The absolute weasel.
 
Vatnik
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Infinitron re "citation needed":

ba30fd1f87c238631c391015548c6f97.jpg

From "BioWare꧇ Stories and Secrets (331 Pages)", page 25.
This was the book they wrote and published, it's from the horse's mouth.

The entire page: https://i.gyazo.com/8c818e0b898c9ce9bae4ed4812af16fa.jpg
 
Zionist Agent
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He seems to have misunderstood a couple of the sauces he cites, probably because of a game of telephone wherein he's citing one sauce that itself slightly misquoted another sauce etc., like when he says Final Fantasy VII influenced James Ohlen to write more in-depth characters for Baldur's Gate, when the source listed at the end actually specifies that it was an Interplay producer encouraging Bioware to look at FF7 for Baldur's Gate 2, not BG1. If I remember correctly, when discussing Baldur's Gate 1 specifically, in a GDC talk it was actually Jagged Alliance 2, among other older games, that Bioware used as an example of the industry's move towards deeper party interaction (can't remember if they specified JA2 was a prime influence on BG1 or not).
 

felipepepe

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He seems to have misunderstood a couple of the sauces he cites, probably because of a game of telephone wherein he's citing one sauce that itself slightly misquoted another sauce etc., like when he says Final Fantasy VII influenced James Ohlen to write more in-depth characters for Baldur's Gate, when the source listed at the end actually specifies that it was an Interplay producer encouraging Bioware to look at FF7 for Baldur's Gate 2, not BG1. If I remember correctly, when discussing Baldur's Gate 1 specifically, in a GDC talk it was actually Jagged Alliance 2, among other older games, that Bioware used as an example of the industry's move towards deeper party interaction (can't remember if they specified JA2 was a prime influence on BG1 or not).
Yup, it's the quote I used in the CRPG Book:
Ray – We looked at RTSes, C&C and WoW, you'd click on characters and they'd say something back to you, and it was a surprise. Jagged Alliance, one character would take out a gun and start shooting another because they'd had an argument. We wanted to make them feel like real people, not NPCs who were AI controlled, they really felt they had personalities and came to life.
Source: https://www.rockpapershotgun.com/not-forgotten-bioware-on-baldurs-gate

Unless Ray is a time-traveller, I assume that WoW means just Warcraft.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Infinitron re "citation needed":

ba30fd1f87c238631c391015548c6f97.jpg

From "BioWare꧇ Stories and Secrets (331 Pages)", page 25.
This was the book they wrote and published, it's from the horse's mouth.

The entire page: https://i.gyazo.com/8c818e0b898c9ce9bae4ed4812af16fa.jpg
Would you like to post this in the Digital Antiquarian's comments?

Somebody posted it, and he responded:

That’s a very interesting book. I wish I’d had it when I wrote this article. Somehow I overlooked it. The pictures especially are great!

That said, I remain fairly comfortable with what I’ve written. We’ve got two stories that contradict one another to some extent, but the one that emerges from David Craddock’s interviews with Feargus Urquhart and Brian Fargo is more detailed and has more of the ring of truth. (Admittedly, some of these details I did elide in the name of readability.)

The doctors wanted Battleground Infinity to flourish from awesome tech demo into a massively multiplayer RPG (MMORPG) in the vein of Ultima Online. Hundreds, even thousands of players would occupy the world in real-time to complete quests and learn more about a mythology centered on a pantheon of gods.

Muzyka, Zeschuk, and Yip [actually, I don’t believe that Yip was still involved at this stage] sent an early version of the demo to Feargus Urquhart at Interplay. Urquhart had risen even higher to the helm of Interplay’s RPG division, Black Isle Studios. “It looked okay,” Urquhart remembered. “It was hard to get my [head] around, so they started pitching other publishers.”

Urquhart had trouble grasping Battleground Infinity because he wasn’t sure what BioWare intended it to be. Did they think they could deliver on a game the scale of a proper MMORPG? Because to Urquhart, it was more like a real-time strategy game: top-down, isometric view; numerous characters scurrying around a battlefield.

Before long, BioWare had offers from Sir-Tech, the studio that had made the Wizardry series of RPGs popular on the Apple II, and Westwood, creators of Command & Conquer. The doctors held off on signing contracts and went back to Urquhart with an updated demo. He came away impressed. The game’s setting and characters were grounded in fantasy, with players controlling a party of characters.

Just like in a Dungeons & Dragons game.

“Something went off in my head,” Urquhart recalled. “I took this party-based [concept] and called them up and said, ‘What if we made this a D&D game?’ They said, ‘That would be really cool.’”

Urquhart went to his boss at the time and showed him Battleground Infinity. The manager gave him a get-outta-town look. Roleplaying games had been Interplay’s bread and butter at one point, back in the heyday of The Bard’s Tale, which had put Brian Fargo and his company on the map. Now the genre was dead or at least on life support. Compared to cutting-edge genres like first-person shooters and real-time strategy games, RPGs were slow and too complex for mainstream consumers. They were ugly to boot, the polar opposite of fast, gorgeous games like Doom, Myst, and StarCraft, which topped sales charts.

The manager ended his meeting with Urquhart with the ultimate dismissal: Battleground Infinity was stupid.

Urquhart dug his feet in. “It was one of those times when I said, ‘That’s not good enough. No. It’s not stupid.’”

While Urquhart had pull within his division, Black Isle was ultimately one piece of Interplay. He went up the next rung on the corporate ladder to Trish Wright, his boss’s boss and the vice president of product development and marketing. He told Wright he believed in his gut that BioWare’s game had the potential to be a huge success, and that Interplay would be foolish to pass on it. Wright told him to show her the demo.

Urquhart paused. His computer was old and hadn’t been capable of running the demo in all its glory. He went to Michael Bernstein, one of the company’s programmers, and asked him to load it on his machine. Wright and Urquhart watched over Bernstein’s shoulder. When the demo finished, she turned to Urquhart and asked if Brian Fargo had seen it. Urquhart said he hadn’t.

Wright picked up the phone in Bernstein’s office. A few minutes later, Fargo watched the demo play out on Bernstein’s screen while Urquhart gave his elevator pitch: a cutting-edge, party-based RPG based on the D&D license.

At the end of the demonstration, Fargo told Urquhart to sign it.

“There was an old Amiga game, The Fairy Tale Adventure, that was isometric, and it was absolutely gorgeous,” Fargo said. “It did really, really well, even though it was light on gameplay. It wasn’t a deep product, but it looked beautiful. What they were doing visually, isometric—every screen looked like a JPEG. It didn’t look like a bunch of building blocks. The screen was clearly delineated. It looked like somebody had free-hand-drawn every single screen, which was what they did. I was super impressed by that. That sold me.”

Although Fargo’s support had buoyed belief in niche products in the past, Urquhart and Chris Parker, the producer Urquhart assigned to the project, were two of the only developers within Interplay who believed in BioWare’s chances. Interplay’s UK division didn’t even bother forecasting sales. Anything connected to Dungeons & Dragons was doomed to fail…
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
He seems to have misunderstood a couple of the sauces he cites, probably because of a game of telephone wherein he's citing one sauce that itself slightly misquoted another sauce etc., like when he says Final Fantasy VII influenced James Ohlen to write more in-depth characters for Baldur's Gate, when the source listed at the end actually specifies that it was an Interplay producer encouraging Bioware to look at FF7 for Baldur's Gate 2, not BG1. If I remember correctly, when discussing Baldur's Gate 1 specifically, in a GDC talk it was actually Jagged Alliance 2, among other older games, that Bioware used as an example of the industry's move towards deeper party interaction (can't remember if they specified JA2 was a prime influence on BG1 or not).
Yup, it's the quote I used in the CRPG Book:
Ray – We looked at RTSes, C&C and WoW, you'd click on characters and they'd say something back to you, and it was a surprise. Jagged Alliance, one character would take out a gun and start shooting another because they'd had an argument. We wanted to make them feel like real people, not NPCs who were AI controlled, they really felt they had personalities and came to life.
Source: https://www.rockpapershotgun.com/not-forgotten-bioware-on-baldurs-gate

Unless Ray is a time-traveller, I assume that WoW means just Warcraft.

Yeah, I used a lazy aggregated version of a source article that turned Baldur’s Gate II into Baldur’s Gate I. Ouch. Sloppy work on my part. Thanks!
 
Zionist Agent
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Looking further, there's a lot of other little development details that he missed or misquoted (or quoted someone else's misunderstanding) probably because most of the sources are relatively recent (e.g. from around the Beamdog relaunch era, which resulted in a lot of new articles - some of which have ALREADY gone dead and need the IWB to access) and don't cover information from mid-90s pre-release coverage or early-mid 00s print magazine retrospectives (e.g. a big article in PC Zone). In fairness, he's right that a lot of information - even stated directly by the original team - is contradictory, and a lot of info on the making of BG1 is not widely accessible.
 

Sceptic

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"lazy aggregated" and "sloppy work" sums him up nicely, I guess it's nice that he's honest about it.

And hey if he misquotes and takes out of context, I don't see why I can't do it too.
 

Fenix

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And I liked article anyway - twice that with your revealing comments guys.
 

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