Read Producer's Interview by Eurogamer:
So, this came up when Baldur's Gate was first announced - the studio's grown a huge amount. You've got a team of 200 people at least internally if I have that right, and then like another hundred externally? It sounds massive.
Walgrave: I think [internal, full-time] Larian people now is 250, and outsourcers 50 or something - so it is massive compared to a couple years ago. We did exponentially grow, but it was because we needed to make Baldur's Gate 3. We cannot make Baldur's Gate 3 and everything that we should do to honour it, and to move on with the company, with [only] the people that we had for Original Sin 2. So we had to explode. We had to expand. But I think that we're handling it very well, because there are things that you can learn from companies that have done similar things. So you can anticipate, like, where it can go wrong. We also hired a couple of people that we never had before: we actually have a lawyer now, we have a COO, we have accountants and deputy accountants, like all these things that as a normal game developer or company you go "oh we don't need that". [laughs]
And those people have experienced backgrounds and they can teach us a lot of things, like they have experience with building up companies, especially in Belgium. So they assisted us with all these things. To be honest, we learned a lot from Original Sin 2 for development processes and everything. So I, currently, can finally see what the past two years have done to us [in terms of] growing. We have people that are focusing on hair! You know, it has become- we used to be a very generalist company, like a lot of people did a bit of everything, if you were an artist, you were not focusing on one particular thing, and so on. Right now we do. We have people that are like, making moustaches for months. I'm going, "You're the moustache guy, really?!"
I'd quite like to be the moustache guy.
Walgrave: I'm exaggerating a bit, but I'm just saying like, there are now people that we have that I couldn't have imagined a couple of years ago. And now that everything's coming together, it's really working out, because we also want to make it so that the game really gets what it deserves.
And let's not mince words, we have the money to do it. So we're applying the budget that a game like Baldur's Gate 3 really needs.
Would you call it a triple-A game now, at this point?
Walgrave: Yes. I think, for instance what you've seen, with the lip-synching and the cinematics, the motion capturing that we're doing - I think you're still seeing it in "raw" form. But we do know what it can be, and we have again hired a couple of guys with a lot of experience. The cinematic producer and the cinematic director come from Telltale. This is what they've been doing for the last five, six years. They know what they're doing, they know what to request from the team that hasn't done anything like this before. So, if you see that - and if you see all the technical stuff that has gone into our engine - I would call it a triple-A game. It has a triple-A budget, has a triple-A team by now, and I think that is our aspiration.
We are still one hundred percent independent; we don't have anyone that we need to talk to. Apart from Wizards of the Coast, that still needs to agree on certain things that we do - but they did give us a creative carte blanche, almost - like certain things, we just need to check with them. But the relationship that we have with them is very good, and they're not being difficult about anything.
You mentioned the budget, where did that come from? You're self-publishing, so is that triple-A budget coming purely from Divinity: Original Sin 2's success? Is there investment from Google with the Stadia deal?
Walgrave: Yes, we do get support from Stadia, but again there's nothing that they can say about the game. We have certain agreements and deadlines with Stadia, but that's mostly about technical stuff. They want us to support a couple of typical Stadia features and we need to show that we do, and that's basically it. But I don't know everything about our financial background. I also think that we are managing our money intelligently. So I don't know what the accountants are for! They're probably, like, investing here and there so that our money is not just simply going into development, making sure that the money that we have in the bank is actually growing, or making money.
The production values are quite impressive, given you're more or less totally independent. The money definitely looks like it's on screen.
Walgrave: Well, it's a bit unreal. I've been working at Larian for 15 or 16 years, and we've always made things like Divine Divinity. Beyond Divinity I was there, and Divinity 2 et cetera. And you could always tell that we were not really triple-A, even though we were always aiming for it. We wanted to blow people away by using the money that we did have very smartly. And now we do have the budget, we're going to try and maximise the use of that again.
So is it triple-A? I really don't think you can make Baldur's Gate 3 without saying this is going to be a triple-A game.
Walgrave: We're also going to make sure that there's a story mode where you can focus on story and dialogues. But currently we're just applying the rules, and we have noticed that it is becoming - again, like we actually had before with Original Sin 1 and 2 - it's becoming one of those games where you need to use everything that you have. Where you need to drink potions instead of hoarding them and ending up with 274 healing potions that you never used. And that's, I think, what we want to teach our audience: use everything that you have, pick up everything that can be used. I mean Swen [Vincke, Larian's studio founder who ran the presentation] threw his shoes at a guy!
You're fighting tooth and nail against everything - and that's what we want, because that's always a challenge. We don't want to have, for instance, combat where you go like, "Oh, this is going to be a breeze" click-click-click and everyone's dead. That's not good combat. We don't do that.
You changed some stuff. Baldur's Gate 1 and 2 had "real-time with pause" combat, you've gone turn-based. The camera is that sort of third-person-isometric hybrid...
Walgrave: It's 2020!
Is that basically the reason why - you felt you needed to modernise it?
Walgrave: So, I think that in spirit it's still the successor of Baldur's Gate 1 and 2. Because there are so many things that people who did play and like Baldur's Gate 1 and 2 will still recognise in the new one. It's still about your party. It's still about big personalities clashing with each other and relationships. It's still a party-based game, you still need to do combat, you will recognise a lot of D&D rules - even if you haven't played D&D in 20 years. You will still recognise all the spells, et cetera.
So, to me it's a true sequel, but we are bringing it into the 21st century by saying, "Look, it's glorious 3D. It has really nice cinematics. We're taking it further with systemics, we applied the 'Larian philosophy', which is like, oodles of content and hidden features and hidden stuff everywhere." So to me it's a good sequel.
The choices that we made are ours. Why did we go for turn-based instead of real-time with pause? Because D&D to us is a turn-based game and we're really good - or we have become really good - with turn-based combat. So that, I think, is one of our strengths, and trying out real-time with pause for now, just because the originals were that? It's a big risk. Because the team would have to think completely differently, our combat would be completely different. And we didn't really feel good about that. Normally we do try out a lot. Normally we try out a lot before we make a decision, but with real-time with pause and turn-based we didn't, we just said "Okay it's just gonna be turn-based."