Larian Banner: Baldur's Gate Patch 9
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Joined: Sep 2023
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An Open Letter to Larian: Addressing Karlach

First, I'd like to say BG3 is my favorite game of the last decade, hands down. All of my analysis and criticism come from a place of love. Second, I'd like to note that I spent considerable time in film and later radio. I know what it is to work on a creative project in collaboration with others to tell a story you're passionate about. I know the joy and stress of making one's day and meeting the challenges of each project's twists and turns. It is a journey for which I have nothing but respect for the workers who make that magic happen.

However, coming from a world of film, I am also adept at media analysis. I've followed my passion for stories and a more just world into a graduate school for social work. I believe this skill set and personal mission provide me with a perspective of value that I can offer.

One or two further caveats before we get started to lay all my biases on the table. First, I suffer from a debilitating chronic physical illness that affects my daily life. I have witnessed those around me do the same. Second, I love Karlach (my bestest best friend :teddybear:). Sorry, folks, you did too good a job. I adore her and am hardly alone based on the online presence. It's no surprise we've all risen to fight for her life and happiness.

With all that out of the way, her story was not written for me. As a person with chronic physical illness trapped in the real world, I understand the realistic struggle of fighting each day to survive with your physical body and mental wellness intact. I don't require any reminders that this pain is real. My story did not have a stash of True Scrolls of Resurrection held by a friend in Act 1, the opportunity to speak with a cheese-obsessed ultra-powerful wizard, gods or devils to bargain with, or even gondians who could upgrade my troublesome parts. My story has limitations that Karlach, by the benefit of the world of DnD and BG3's own worldbuilding, does not have. The narrative's insistence that she is doomed without the proper effort to save her feels like an insult where the player is forced to watch meaningless suffering. As someone with experience in this pain, it feels dour and cruel despite what may have been intended.

This story was not meant for me; I am not the audience for this story because of my experience. While individuals who face illness are not a monolith, and this could have been helpful to some, it was not meant for me. Here, I am being talked about instead of being spoken to. This is a red flag, not an immediate social injustice, but we are all growing to understand that populations speaking for themselves is where truth and brilliance in storytelling lies.

I would move mountains one stone at a time to make things better for Karlach. She would not even need to ask. Truthfully, not only the setting of DnD itself but the game's own worldbuilding by introducing the mechanics it does (Gale's stash) does not allow for the inevitability of Karlach's ending to read as anything but unearned. I feel as though I have failed her because I did not try at all. I did not advocate, which feels like consigning her to death by laziness or forgetfulness, but it does not feel like love.

Though she was added late, and all of this can partially at least be attributed to that late addition to the overall narrative, it does have far-reaching consequences. My relationship with Gale changed because of his unwillingness to have even a conversation with me to save Karlach (and Astarion). Playing Gale romancing Karlach, I do not believe his love for her because of his refusal to save her. I can't imagine that was intended. To judge the man for his scenes and power-hungry behavior is one thing, but within the greater context of the narrative, I find his selfishness appalling.

The project is potentially done now, aside from some ongoing fixes. While I would be happy to play more BG3 content until the end of time, the purpose of this letter was simple communication. Intentionally or not, you were talking about people like me instead of with us within your narrative; please carry any lessons you learned here into your next project. I encourage you not to prevent yourselves from adding characters late in the process in the future. Karlach is lovely. We clearly adore her; instead, deeply consider your audience as you craft your character arch and if you are serving those you are attempting to portray.

DustiestBird

Joined: Aug 2023
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Dear friend,

You are much too immersed in this <i>game</i>

Joined: Sep 2023
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Ignore the first commenter, they’re being unnecessarily mean and gosh, the whole comment is just unnecessary on their part.

OP, I 100% agree with you about everything you’ve said. Thank you for sharing your perspective as someone with a chronic illness. And I agree that people with a chronic illness have a special insight into Karlach’s character and what’s at stake in the effort to give her a happier ending. Giving her a better ending is a way to subvert and go beyond the pain and struggles that folks feel now, having entered into a world of high fantasy where pretty much anything is possible.

I love that you said that there’s so much power in folks speaking for themselves. It’s hard to say whether someone with a chronic illness was consulted in developing Karlach’s character. That would certainly be a valuable perspective to include. I’m familiar with the slogan “nothing about us without us.” For sure. smile

For my part. I’ll say that I’m speaking as someone who has lost a parent to terminal illness. And seeing Karlach’s story progress the way it did, reminded me of some of the feelings I had when I was watching my parent succumb to their illness. The newer ending is better, but still so unnecessarily grim for Karlach. I’m not looking to re-live my trauma when I play this game. I’m looking to participate in a heroic, hopeful fantasy. As her story stands now, it almost seems like her illness, and what ultimately happens to her is supposed to be some kind of clever plot twist, a moving tragedy that the player will remember, or something like that. But I do think it’s inappropriate to use that kind of experience as a gimmick, of sorts.

But I don’t think this is what Larian intended necessarily and I don’t think it will stay that way. I am definitely optimistic that they will revise Karlach’s storyline. Larian seems very open to feedback from fans. So I personally think it’s only a matter of time. And that the endings that Karlach has now are not the only endings that will be available in the future.

Thanks again for sharing your very well-thought-out, incredibly articulate perspective! There are countless people on this forum who are just as invested in Karlach as you are, and are in solidarity with you for justice for Karlach. Feel free to add something to the “addressing Karlach” thread in this forum, too. The popular one with like 81 pages of comments. smile Your voice would very much be valued there as well. It’s very consistently towards the top of the forum threads, so your perspective would be less likely to get lost there.

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@Dustiestbird and Ecc2ca

I don't know why they did it, but Larian was absolutely determined NOT to allow any of the characters to ride off into the sunset. The endings all ranged from bittersweet to forlorn. Every single one of them. Now, I am not saying those aren't valid endings based on player choice. I'm saying that Larian 'should' also have had happy endings if players made certain choices. Here's a writeup I did on the whole Karlach thing on a different thread that I doubt Larian has read, like most of this forum.

Let's use poor Karlach as an example. You befriend her, come to know her character, and depending on preference even romance her. She becomes a staple of 'your' experience in the game. You strive to fix her engine. You enlist Dammon's aid. And then Larian with Deus ex Machina comes in and says (Absolutely not, she has to die or go to Avernus, no happy ending for you). In a game that takes 100+ hours for most players, I suspect quite a few want to have the catharsis of riding off into the sunset. Some don't, and so the other endings exist. But many I wager (including me) want to live happily ever after.

Larian could even make it very hard to get to that happy ending. For example:

- Save Barcus at the windmill
- Save Barcus again at Grymforge
- Get Barcus to come to your camp and chat it up with him during a few long rests
- Work with Barcus at Last Light Inn
- Save Wulbren at Moonrise
- Get Wulbren's support in Act 3 along with Barcus to destroy the Foundry via a Runepowder bomb
- Rescue every single one of the Gondians in the Iron Throne
- Destroy the Steel Watch Foundry
- When Wulbren comes to finish off the Gondians after the Foundry is destroyed, use your persuasion to have him removed as the Ironhands leader and replace him with Barcus
- Gondians and Ironhands reconcile

(By the way EVERYTHING above is already in the game, nothing there would be new programming)

Then, as a way to say 'thank you', the only new thing would be the Gondians and Ironhands jointly, best metalworking gnomes on the planet, have the knowhow to take Dammon's work to the next level and fix Karlach's heart permanently. So not creating any new game scenarios. Just adding a layer of reward on a very deeply threaded set of side quests Act 1 to Act 3 which at any point if the player messes up, become undoable.

If Larian wants the player to sweat bullets to help Karlach stay on the Material Plane, make them go through what was outlined. It's not as easy as it sounds, especially on Tactician. Not only do you have to avoid these gnomes dying as collateral damage, you have to find them in the world through exploration.

Instead, Larian is trying to remove player agency at the tail end of the game, not provide it. It's an odd dynamic. For those of you who have seen the series Supernatural with the Winchesters, (Also spoilerville), it's what God did to Dean and Sam. First 14 seasons of the show they seemed to have agency but then it's revealed that it was all working toward a specific ending God had in mind. And Larian is the same way (not playing god of course, but rather wanting players to have a narrow set of endings according to how 'they' feel it should end.) There's so many of these. Shadowheart's parents. Lae'Zel if she swears to Vlaakith while being romanced trashing 80+ hours of gameplay work on that goal, having no way to bring Ansur around to your side even though you've persuaded liches, demons, devils, and undead to do your bidding. And yes, the whole Emperor/Orpheus Mindflayer decision. It's a bunch of bad options only. It's a bunch of key story points where Larian deprives players of true agency.

The reason it doesn't work is when you play through BG3, it's your game, not Larian's. And therefore for 'your' story, you may want to do that happy ending. Not everyone, but some people. I hope in time they add more autonomy to players for working towards endings that are meaningful to them.


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