The creator of Dragon Age defended the cut content of Baldur’s Gate 3: “A whole mountain of content was cut in BG2”

Baldur’s Gate veteran and Dragon Age creator David Gader spoke about his experience with carved content after the developers of Baldur’s Gate 3 from Larian touched this topic in a recent message.

Yesterday on her blog, the Baldur’s Gate 3 Studio answered community questions related to the availability "Cut content" In the third act of the game. According to the developers, some scenes and voice remarks that were cut out of the game did not actually work as it was conceived, and were not simply removed. Some of this will be fixed, but most of the rest was cut out, "Because it seemed to us that it didn’t work. It is not surprising to hear that so many things were cut out of the BG3. In the BG2, in the process of development, a whole mountain of content was also carved, some in the early stages, and some after a lot of work was done on it. In almost every game. In every game DA. Damn it, even in Stray Gods there were significant abbreviations.

Gader drew attention to this aspect, who not only helped create Dragon Age while working in BioWare, but was also the author of Baldur’s Gate. On his twice last night, Header said that "Not surprised by the news that so much material has been cut out of BG3", And not least because in Baldur’s Gate 2 "During the development, a whole mountain of content was also cut out".

Gader also gives some advice to players who think about "cut" From your favorite games content, indicating that "Late" The clippings most likely simply did not fit the game, whether it is technically or conceptually, and that most cuts occur so early that ideas have never been implemented in the game. The most interesting thing is that he claims that "Most of this cannot be resurrected. It’s easier to start all over again".

Whether it will be fair for Baldur’s Gate 3 is still unknown – the desire of Larian to reconsider the epilogues of the characters suggests that perhaps there is a content in the game that can be extracted from the cutting room, but perhaps some time will pass before before We will find out how it will look.

I don’t know what was cut out there, a lot or a little. But I know one thing, the game gave me 200 hours of real pleasure, I bought a game on the fact that I will get the best RPG over the past 10 years and most likely also over the future 5 years, I got it, and maybe I would like a player as a player Even more content, but the desire only confirms the fact of how Larias could do just titanic work

I don’t understand how you took out management in this game, I only refused to play because of this

Poking several times with a mouse to jump onto the ledge is a bourgeois tedious as for me

Well, this is Larian – a poor indie studio, which does not know how to realize Time Time with an active pause. Even in more budget Pathfinder or PoE2 it was + you can switch to tactics at any time.

After 12 years in L2, it does not cause control of the mouse at all at least any minimum discomfort.

Yes there are patchphinders. The poor development studio Drakensang, which, in addition to arcade car symbols, did not let out in essence blessed the time and released the first analogue of Dragon Age

Come up in the last two diviniti a step -by -step fighter, and in BG3, she. Suddenly, too step-by-step, and the last passfiner through the Rial-Time is unrealistic to play if you do not play "console" difficulties, a bunch of opponents simply torn by magic and control.

Well, indeed, it usually happens. This can be due to the development timing, but it can also because the moments are not very successful. In Fallout 2, for example, there were a lot of cut out, which fans restored (and you understood that in general it was right, that they cut out).

The funny thing is that all the haters need only an occasion to rekindle the fire of hatred for the game, while not noticing that the game was great, t.e farts all also blazing at this herd.

I played foul 2 with restored locations. Personally, I did not like them, some of the local locations and the mechanics of the game could be seen what was made by amateurs. It looked like it is somehow foreign.

Yeah, the same emotions. Some were, in principle, interesting, but it was necessary to bring hard to mind, and not in this form.

The funny thing is that the fans eat and protect any g) VNO, even if, they are wrong, the romantic Linia with Karllah cannot be finished, due to the absence of a personal quest, it was unequivocally cut out by the right decision.

It is one thing when something cuts out that the game does not work or is replaced by something more suitable, and another thing is when it is cut out from the game:

1. The villainous storyline Absolute

2. The main idea of ​​the game in the form of corraphen and the desire for the power of humanity

3. Literally half of the city in which all partners had quests and, because of this, part of his partners stops working, like Tazha Karlach who has no good ending

4. A bunch of spells and phyts who are in the hunger

5. The entire storyline of a partner of Mintars

6. Ending with slides damn

These are incomparable things. From the game, too important parts were cut out and it falls apart because of this

Here in the game there is such a villain as Keterik Torm and he is ultra based. And you can agree with him. And this is a piece from the plot Absolute. But since it was cut out, even having agreed with him, they are absolutely mediocre and you still have to kill him.

Like a larynx, you can add. But then it is simply taken and drained in Katsen.

Not to mention the fact that the game has two endings and they are solved by the final Dail.

If anyone is not in the know, then there was no emperor before, and the larva in her head tried to scorch the character. And if he used it too actively, he could get a bad ending or even a game over. All this was removed.

A bunch of appropriate was cut out of the game and therefore it falls apart before our eyes. Now this game is a ugly cadavre cast -up from pieces of what was.

If anyone is not in the know, then there was no emperor before, and the larva in her head tried to scorch the character. And if he used it too actively, he could get a bad ending or even a game over.

This is why in the first and, possibly, the second acts when you use the larvae in the dialogue, the narrator says that the Persian has lost part of himself, which can no longer be returned, and in the 3rd act a bolt is laid on this, a lace on the brain at least to turn blue?

Yes. Moreover, the same download by the river was written under this plot turn.

She should have played if you choose to succumb to the larva and there showed how you went down the field down the river with the perfect pair you created, and then it showed that this is all the illusion and your character into Skvidward is turning in the real world. Like in the film upgrade, that’s the same thing.

It was in the file of the Asses and the character of which you created was called Daisy in files, but then all this was cut out

It seems that David Gader simply forgot how the players of Haytili, for example, the unsatisfactory endings of Neverwinter Nights 2. And how he himself complained, in particular, on BioWare – they say, no one respects the work of the screenwriters, the bosses do not need a good script, they only thought how to reduce it. And now the abbreviation suddenly became a good thing for him. Comparison with previous parts of Baldur’s Gate is generally inappropriate. Firstly, the game community at that time was not so extensive and spoiled "Golden game standards" – Romances with partners and expanded epilogues looked more like a fresh revelation than a mandatory component. The players did not have time to quickly open the files, and representatives of the studios did not make promises – therefore there were fewer unpleasant surprises. Secondly, I didn’t have to wait long: 1998 – Baldur’s Gate, 2000 – Baldur’s Gate 2, 2001 – Baal throne, so the players almost immediately after the release of the first game knew that there would be some continuation or addon. Who is younger – they played in both parts already much later than their exit, so they perceive the dilogy more or less integral. But the Larias do not work quickly, DLC does not fundamentally release, and that – and most importantly, when – add to Enhanced Edition – and the demon knows. Personally, I am no longer interested in a pair of updates to be repeatedly played, the plot of which I know, so I would like to play from the very beginning in a full-fledged version. Another thing is if the studio had already announced plans to continue or expansion – then, at least, the open endings of the partners would make sense, there would be hope to complete their history. But so far we have only hints.

The game for me will still remain one of the best and truly fascinating in recent years. But it is not even bad that something was cut out there in it – in the end, we do not know how good the carved content was good. And the fact that in the end they failed to convincingly finish and tie the remaining together, as a result of which some ideas and plot lines really look meaningless.

– The upper city may have been cut out due to technical problems. In chapter 3, and so many complain about the drawdown of the FPS, and what will happen if the city is doubled? As I understand it, the main storyline and part of the quests were still shifted to the lower city, so now there is simply no sense to add the upper city – there will be no plot -forming content there. Except what to do in the form of an addon, stuffing the city with secondary tasks. But the developers, even in the lower city, were unable to polish and optimize the sequence of quests. Half of the passage looked like this: the hero went somewhere, did something and realized that he began or fulfilled the quest, which had to be taken on the other end of the city. And everyone pulls the hero in different directions: sooner, otherwise the vampires will come / Minsk will kill / Will folder. Got it.

– On Karllah, to be honest, it did not care, so her ending satisfies me. For that matter, it is no worse than the ending of the same Astarion, which either finally turns into a moral freak or is forced to avoid the sun again. Potentially this touched for continuation – and yes, I would like to finally see this vaunted hell. But at the same time, the game has so many potentially accessible opportunities "fix" And "cure" partners, which are indirectly informed in records and conversations, which is simply not clear why this could not be used. And the creators are not difficult, and players are happy with Happy Endu.

– The main idea of ​​the game seems to be saved, it is hard to cut it. There are three obvious topics: the topic of choice between power and humanity, where each of the elections gives certain freedom, but also requires its own price; The topic of manipulations; The topic of despair and hopes. Each of the topics is voiced and repeated repeatedly.

– But what had to be cut out of "villain" passage to look so unprofitable – I don’t understand. A bunch of inaccessible tasks, killed plot NPCs and departed companions, and everything that is given in return is several new videos and a dull Mintar, devoid of his quest, but even a pile of replicas from behind the bug. In other games, the entry into some guild of thieves and then gave more new content. According to the plot, it is generally clear why it is impossible to agree with a larynx and a trap: they are the chosen dark three, their gods will not allow them to stand on the bright side, and if they safely unite with the hero on the dark – the face of Jergala was presented? Then the whole story about the conspiracy of the evil gods, and so slurred, would finally lose meaning. But the meaning in the lines about the atonement in the dialogue with the trading, if it is still impossible, I also do not see. As well as the point of maintaining the cult of the Absolute, if it is impossible to recruit its supporters, gain a full -fledged evil team and get a completely different line of quests on the side of evil. Sorry, sorry.

– The gortash himself is to blame for his plum: there was nothing to climb across the Old Man in the bee and pull the hands, which was not asked for which. But it’s a shame for him, yes. It seems that he didn’t even cut anything out, he was simply unsuccessful, although he could have made a good companion for his "best friend" Dark Urge. For some reason, he was almost duplicated by the compassional story of Astarion: his parents sold the devil in childhood, lived in slavery, fled, but the moral compass after the devilish education was completely broken, so he leaned for support and support to the Dark God. But since he is not as cute as a vampire crumb, no one wants to save him and correct him. And so a man is an interesting, pragmatic and cynical politician and crazy scientist at the same time. It is necessary – it gets ill and dough in trust, it is necessary – it will invent something useful from the brains and glands. It’s a pity that its story was presented mainly through notes and even through the house of hope, and there is little direct interaction with it. Some of his manifesto have amered: they say, all the troubles were because of human strife and selfishness, it would be nice for people to unite their consciousnesses under someone else’s control. At Isaac Azimov in "Base" Exactly the same idea was presented as a good for the future of humanity. And here – a gortsh of the villain, kill him))

– For Rafail is also a shame. He breeds violent activity: makes a career a lady from a fiery fist with amnesia, praises a young one, but the player cannot grab his hand right in the process. He is a bright character, I would like more content with him and hellish locations. Maybe the developers were afraid to seem secondary after the demonic city in "Pathfinder: Wrath of the Righteous"? If they cut off the possibility of trading with him, then at least they could remove useless and inappropriate coins of souls from the game. And make the behavior of the devil himself more consistent. And then in the beginning he offers to remove larvae, then forgets about it and offers an orphic hammer. But for the sake of the hammer, the deal can be interesting to the player except if he really wants to earn Lae’zel’s approval and really does not want to kill Raphael. In all other cases, the player has other opportunities to get a good finale. Then why are these pathos about the fact that the hero is supposedly nowhere to go? The devil is not so stupid.

– With the properties of the crown of Karsus in the game, nothing is really clear. According to Raphael, she ruined people and gods. Lucifer himself did not dare to use her. But Rafail for some reason is sure of his abilities. Coward, baldbes and experienced, kidnapping the crown, and they completely use it as an interface for Kthulhu – but only with the acquisition of power did not ask for something. In passing for Gale Mistra for trying to appropriate the crown gives him a head. But in the cut after the afterwords there is a moment where Gail acquires divine forces. Would have been decided already.

– The most annoying thing for me is the absence of the consequences of almost any solution, which in the process is described as important. Eat larvae, do not eat larvae, open the volume of the necromancy of the thai, do not open – no difference, except for additional abilities. And this is in the game, where there is a lot of states about choosing and reckoning for it, and where getting rid of the larva was the original goal. Well, there must be at least some restraining factor. The premature formation of ilitide would just make sense.

– Some events do not grow into full -fledged quests, like a story with a contract of saying (although it can even be taken and tell it), other quests imply some development, but they don’t lead to anything, and some are obviously corrected and poorly cleaned – as in a quest with Karga, where the presence of her three girlfriends in the city was originally mentioned, which never appeared. Not critical, but makes the narrative less smooth and solid. Below are the comments suggest that the quests are not trimmed, but simply amusing. Well, it’s no better.

– In fact, much of what is described as carved content is not painful and it is necessary: ​​well, there are no extra dialogs, abilities or Minsk in the first act-and no need. Old heroes that arose after so many years, generally look wild as elements of the fanservice. But for the final slides crossing the fingers – they seemed to be promised to return. I don’t understand how you can observe the forums for years for the positive reaction of players to detailed finals of games, to eternal questions: "And what happened to this secondary character? Why not told?" – And in the end, even make the results of the results, but still throw it out. Of course, you can turn on imagination and logic and think it over. But in this case, the game itself can be thought out. But I just want to listen to someone else’s story and get your portion of satisfaction from even the smallest results.