
People, fans, and players enjoying being part of that, so I think we've been more liberal on the idea than even Larian maybe expected. So this idea of casting the IP in iron is outdated to me. At the end of the day, the best stories are often transformative in some way or another, so we're okay with seeing the world undergo changes. When I think of D&D, the audience is a pool of players, dungeon masters, and even game designers - including storytellers. RPG Site: So it's thought of as a framework for telling stories and less of a story being told? We want to think of it as the player having a role in shaping the story and the lore, not that it's been violated or something like that. Especially if you can tie it back to the agency Swen talked about. Our idea is that you can change things, even lore, as long as you show and don't tell why it might be changing. We sometimes get a pitch where will suggest avoiding a change and we have to state that we're cool with them changing things. Mike Mearls: No actually, in some cases it's been the opposite. RPG Site (To Mike Mearls): Is there anything that was pitched about Baldur's Gate III where you guys were hesitant or had to push back in any way? There's always going to be exceptions due to constraints like development time or characters that are gods or already undead. RPG Site: Does that throughline apply to Baldur's Gate III then?

We treat that agency as non-negotiable freedom, just like in Original Sin where you could kill any major character and the story would somehow still progress. Any good game master not only goes with however the dice roll, but also with whatever the players come up with. And with the Original Sin games, I think we showed that we could do that: we gave players a number of systems and came up with challenges, but tried to not limit people in any way when it came to overcoming them. When it comes to D&D, you pick up a role and a dungeon master throws challenges at the party - who has to both use the rules in the books as well as their own creativity to overcome them. Swen Vincke: Well, you should ask Mike after this, but I think the agency that we put into it was our best sales point. RPG Site: So what do you think pushed Wizards over the edge and accept the sales pitch for a new Baldur's Gate game? The other thing is that Larian is made up of lots of people who either play D&D or for them Baldur's Gate was their first RPG. Which is literally what D&D is all about. Dungeons & Dragons is a big thing for us, and there's a certain refreshing thing about having an entirely realized and fleshed out world to pick from and create stories from.

Swen Vincke: There are a couple of reasons why we wanted to make Baldur's Gate III. RPG Site: What does it feel like to finally actually get that chance? They didn't originally bite, but then they approached us back in 2017 if we still wanted to do it, and of course we still wanted to do it!

Swen Vincke: Well, I know I approached back at the end of 2014 some time after Divinity: Original Sin, but as for when the idea first cropped up. I'm not sure I could actually pinpoint that for you (laughs).

RPG Site: For how long have you wanted to make a Baldur's Gate game?
Dungeon of the damned chat series#
Larian was founded in 1996 is known for the Divinity RPG series which includes Divine Divinity, Beyond Divinity, Divinity II: Ego Draconis, Divinity II: The Dragon Knight Saga, Divinity: Dragon Commander and Divinity: Original Sin. Swen Vincke is the CEO and Founder of Larian Studios, developers behind the surprise reveal of Baldur's Gate III. Together, Swen and Mike discussed their partnership on the new project, the decision to announce the game alongside Google Stadia, the focus on multiplayer, and more. We also got a chance to talk to Dungeons & Dragons Creative Director Mike Mearls about working with Larian and how Baldurs Gate III came to be. I like RPGs." We do too, so what better person to sit down and chat with about the genre at E3 2019? Coming off of a surprise announcement of Baldur's Gate III and not long removed from the well-received Divinity: Original Sin II, Swen and Larian Studios rolled into E3 with a lot of momentum and goodwill. On Swen Vincke's introductory blog post on his website, he blatantly states "There’s a lot of RPG in there.
