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What makes Baldur’s Gate 3 and Avowed interesting? Obsidian game designer on the most important things in RPGs

Published by Andrii Rusanov

The regional director and senior level designer at Obsidian believes that what makes Baldur’s Gate 3 and Avowed successful is that they are What most people don’t see.

The famous developer Berto Ritter told how important the concept of skipped content is for role-playing games. In his opinion, it became a key factor in the success of Baldur’s Gate 3 and was implemented in Avowed.

«I think the core of role-playing games, what makes them special, is the content that can be skipped. It makes the experience much more personal to how you play the game,» says Ritter.

The fact that different people receive completely different passages, creates a more personal experience and encourages community:

«If you talk to someone like: «Oh, I found this thing under the docks». There’s a little secret there on the east side of the docks that you can find. You can also go up to the top, and you’ll find something at the top. But if you find it and your friend doesn’t, and he finds something else instead, it creates a very interesting dialog about the game of».

With this concept in mind, Avowed is designed so that each player finds different content:

«We want to draw your attention to the things we want you to do. The lighthouse is very tall, so everyone will see a big, tall thing and want to climb it. We also want to support that, and you can do that, you can jump into the ocean if you like. We are trying to get your attention in this way».

However, Avowed, which was developed by Berto Ritter, missing a fan favorite a gameplay element that well represented in Baldur’s Gate 3 — novels. You don’t need to be an experienced game developer to find out, you just need to listen to the players.

Source: GamesRadar