Baldur’s Gate 3 was inspired by Hitman and Arkane’s immersive sims: “they said a level is a block of Swiss cheese”

Gamernyc78

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Larian Studios’ lead writer Adam Smith recently appeared on the Official Xbox Podcast to discuss the team’s game of the year winner, and he unexpectedly cited Arkane (Dishonored, Deathloop, Marvel's Blade) and IO Interactive (Hitman, James Bond) as two studios that inspired the game.

When asked about Baldur’s Gate 3’s out-of-the-box problem-solving, Smith says “We’re often looking to studios like Arkane and immersive sims. And the way that they approach how level design works. And the way that you have all these different avenues to go in.”

He elaborates with an analogy that a designer over at IO Interactive made: “They said a level is [like] a block of Swiss cheese,” Smith continues. “It has all these holes in it, and you make sure the player navigates them and keeps popping out in different places.”

Smith explains that creative problem-solving has “always been a part” of these flexible RPGs, but the tech that was now available to the studio made outlandish playthroughs possible. He even mentioned the viral clips that had players stacking boxes to overcome challenges.

One of Smith’s favorite examples comes from what he calls the Owlbear Belly Drop: “They went to Moonrise Towers which is an area in Act Two - a very, very dangerous area that we made sure was very hard to tackle if you didn’t do it carefully,” he explains. “If you go in all guns blazing, you’re in a lot of trouble. But somebody got a druid while shaped into an Owlbear, jumped from the top of [the tower] and the game’s systems [calculated weight and momentum], and just obliterated every enemy in the area. Just from this massive belly flop.” Supposedly, the team briefly considered balancing that kink out but instead decided that the discovery and fun was more important.

Elsewhere, Smith reiterated the team’s commitment to more post-launch support in the new year via free updates and patches.
 

Nhomnhom

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I think this type of stuff is why more simulation based games usually end up having good gameplay (be it driving games, flight simulator, military sims, etc).

There is just something about complex interacting systems that is cool/authentic and not easily achieved by a designer planning ahead and coming up with stuff.
 

nongkris

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IO interactive I get because Hitman has really dynamic AI and gameplay, but I never understood what was so "immersive" about Arkane's games. The AI is often brutally dumb and there isn't any dialogue to affect your path in the game. Unless all it takes to be an "immersive sim" is buildings with different entrances and setting traps.
 
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Nhomnhom

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IO interactive I get because Hitman has really dynamic AI and gameplay, but I never understood what was so "immersive" about Arkane's games. The AI is often brutally dumb and there isn't any dialogue to affect your path in the game. Unless all it takes to be an "immersive sim" is buildings with different entrances and setting traps.
Neither have I.

For me an immersive sim would be something like Project Zomboid or ARMA/Day Z.

From the wikipedia entry it seems to be any first person game with multiple paths, including BioShock, TES and Deus Ex. Looking at that group of game I think GTAV first person mode is also an immersive sim.
 
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