“We believe RPGs are big … So we always believed the audience was there,” says Adam Smith
They had massive success with Divinity, the ground work already laid out. They bought rights to a big IP, kept to their Divinity formula and actually spent on marketing. Plus it happened to come at the right time when people needed the RPG itch scratched.
D&D is also as big as its ever been, especially with a latent audience of viewers who maybe don’t play very often, and at a time when there aren’t enough DMs for everyone who wants to play to find a table. Plus, Baldur’s Gate is prime 30-year-nostalgia-cycle bait for millennial+ PC gamers.
And the recent D&D movie was basically free advertising for Larian.
It seems like the BG3 devs tried to make a good game and hoped it’d be popular vs other devs who try to make a profitable game and hope it’s good.
That’s exactly it. Pretty much every five meters you think “Whoever created this actually gave a shit about the whole product”. It never feels like things are worse than they should be, or that they could have been better with a little effort.
It’s the kind of game where everyone who worked on it can be very proud. Do you think the average Blizzard developer these days can say the same?
that they could have been better with a little effort.
Clearly, you are still in the first or second act.
There’s a lot of griping about the third act, and yeah, I get it, it’s incomplete and comparatively poorly optimized. But it’s still really good. :P They clearly bit off more than they could chew with the City, that maybe they could’ve solved with another year or two of dev time. (Hopefully, will be solved in a Def Ed a year or two down the line.) That isn’t necessarily dev time they had, though. Not without taking out a ton of loans (do you really want tencent to own more than 30%?) and risking ill-will with consumers and WotC. (The game was meant to come out over a year ago.)
No, I’m in the third. Sorry. There are definitely things that could be better, but not “with a little effort”.