The Game Design Conference’s twitter account announced Swen Vincke would speak this year on BG3’s design. Swen quoted them, asking his followers for questions on the game’s design.

What are your questions for Swen? What would you like to know?

Edit: I asked about this:
Hide as an action was requested from day 1 of early access. How did that decision happen for release?

Same question for the rest of commonly requested changes to combat (whether the change happened or not).

What are the changes to 5e that are due to constraints of a video game?

Where did the limitations to non-origin characters come from?

What is Larian’s tutorial philosophy? Is there an automated system that ensures tooltips are correct?

What’s the story with the inventory? What was tried? What worked and didn’t?

Was Day/Night a consideration?

Which elements of BG1&2 did you consider crucial for a sequel? What were the changes to exploration, dialogue and encounters (ie no random encounters) based on? Is it about RPG design philosophy or the Divinity engine’s tools?Or both, the latter being built on the former?

If wanted to make a BG3-alike, where should I start? Is it about crafting a strong story and finding mechanics to match or should I start from gameplay and see through play which themes emerge?

To you, what’s the defining feature of BG3? Its size? Player agency? Story? Other?

If you started out with the insight that three years of early access brought, what would you do differently?

Which changes to BG3 based on community feedback did you not forsee having to make?

How did your understanding of BG3’s target audience(s) shape the game?

Last edited by Flooter; 19/01/24 02:30 PM.

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