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Baldur’s Gate 3 had “a bit” of crunch, as director claims that will “always” be the case to get games finished

The director of Baldur's Gate 3 and CEO of developers Larian has revealed that the studio experienced crunch in order to get the sprawling Dungeons & Dragons CRPG finished. While Swen Vincke admitted that “it would be a lie to say that we didn't [crunch]”, he insisted that it was less than on past Larian games such as Divinity, staff were paid for the overtime and it seemingly didn’t go as far as working late nights or weekends (for the most part, anyway).


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Larian CEO reveals the studio 'had to do a bit on crunch' on Baldur's Gate 3, but it was 'certainly less' than previous projects it has worked on




Larian Studios' CEO Swen Vincke has revealed the developer had to do "a bit of crunch" to finish its beloved RPG Baldur's Gate 3, but the amount was "certainly less" than the studio has done on previous projects...
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Not even Larian could escape crunch on Baldur's Gate 3: "to be honest, you will always have a little bit when you're trying to finish something"


Crunch is a widespread issue across the games industry, and as beloved as Larian Studios is, even it had to do some on Baldur's Gate 3.


Look, nobody likes to hear that their favourite studio crunched to make a game they love, but unfortunately that'll pretty much always be the case with big games. I wish it wasn't, and more should be done to circumvent it, but the game industry hasn't set itself up particularly well to avoid such issues. And unsurprisingly, one of last year's biggest games, Baldur's Gate 3, was subject to some crunching too, as admitted by game director and Larian CEO Swen Vincke in an interview with GamesRadar. When asked about whether the team had to work substantial overtime to hit deadlines, Vincke responded, "Certainly less on BG3 than we did in the past. It would be a lie to say that we didn't. We had things happen that we didn't foresee."


Vincke noted that in order to mitigate that, the numerous global studios that Larian had setup were there to ensure that the game had 24-hour coverage, making it so that no single person had to work more to fix a late-night problem. Just last week Larian set up a new Warsaw-based studio, which will be helping with the developer's next couple of "very ambitious RPGs". Vincke did also say that paid overtime did help soften the blow for anyone that did have to work late, though he also claims that crunch on Baldur's Gate 3 wasn't "as long as you would consider crunch." Offices would supposedly be almost empty beyond 8pm at night, and staff working weekends occurred "very, very, very rarely."

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Baldur's Gate 3 director says the vast RPG required a "bit of crunch"

In one of his final interviews before Larian moves on to new projects, Baldur's Gate 3 director and company CEO Swen Vincke says the team didn't "overly crunch," but that it would be a lie to say "we didn't" at all. With two new mystery games on the way Vincke and the team are starting to look at what's next for Larian, but not before an appearance at the Digital Dragons conference.


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If you've never played Baldur's Gate 3 with its nudity censor turned on, it straight up gives everybody a fig leaf like they're cartoon characters




I've really appreciated how Baldur's Gate 3 and Cyberpunk 2077 treat us like adults: that's right, baby, our RPGs have tasteful premium cable nudity now, throw that formerly de rigueur loincloth diaper in the trash and feel the breeze. Both games, however, have a censored mode for more impressionable audiences, and while Cyberpunk just slaps a pair of briefs on V and calls it a day, Baldur's Gate 3's solution had me cackling when I saw it in action...
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