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Baldur’s Gate 3’s lead author hopes we cannot need to save scum in Divinity: ‘Our ambition is definitely to make failure extra attention-grabbing’

January 9, 2026
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All of us save scummed in Baldur’s Gate 3⁠—besides, apparently, for my pal Jack and coworker Morgan Park. They each by accident killed everybody on the Final Gentle Inn and simply saved trucking. As a part of Larian’s large Divinity AMA on Reddit, the sport’s writing director, Adam Smith, revealed how the studio is factoring gamers’ save scumming tendencies into its subsequent recreation’s design.

For a fast definition, I feel “save scumming” is greatest understood as utilizing a recreation’s save/load function for something aside from quitting the sport and coming again later, or persevering with from a recreation over⁠—no ethical judgement right here, thoughts you, simply an remark of our tendencies. The inducement to save lots of scum might be argued to be a design failure, or merely a pure operate of video games as want achievement. We already must reside with our errors in actual life, why achieve this in our fantasies?

The massive Baldur’s Gate 3 instance needs to be quickloading each time you fail a ability examine till the 20-sided cube lastly lands your manner. However for RPGs which are all about alternative and consequence, this ever current temptation to by no means must reside with failure can adulterate a few of a recreation’s chew, eradicating stakes from the story and stopping you from seeing attention-grabbing plot developments from failure states.


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“Are there any plans to attempt to make failing these dialogue/non-combat checks extra attention-grabbing, a la Disco Elysium,” requested consumer Nidies within the AMA, “to attempt to encourage gamers to just accept ‘dangerous’ [random number generation]?”

“Our ambition is definitely to make failure extra attention-grabbing,” replied Smith. “There are already a few conditions within the recreation the place I feel essentially the most thrilling⁠—and in depth⁠—consequence comes from ‘failure’, however you may be the decide of how effectively we do.”

Early in 2024, I corresponded with Baldur’s Gate 3 lead programs designer Nick Pechenin about this subject for a narrative in PC Gamer’s print journal⁠—Pechinin can also be engaged on Divinity, and answered questions elsewhere within the AMA. He was of the opinion that save scumming is a superbly cheap participant conduct, and bristled towards the tendency amongst some RPG followers to disparage it.

If a designer needs gamers to just accept failure states, Pechenin argued, these failure states should be attention-grabbing and worthwhile, which traces up with Smith’s assertion within the AMA. For an instance of a recreation nailing this, Pechenin cited an extended Crusader Kings 3 run that fell aside over a small miscalculation⁠—it was such an attention-grabbing and shocking growth, he discovered it a becoming climax to the sport.

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Pechenin additionally pointed to fast rewind options such as you see in racing video games, Prince of Persia, or the more moderen Shadow Gambit: The Cursed Crew as a method to higher combine the quicksave-quickload impulse right into a recreation. That is removed from a assure that Pechenin or anybody else at Larian will act on this admiration in Divinity, however a one flip mulligan button strikes me as a probably robust and versatile addition to Larian’s home type of fight.

In an identical vein, Pechenin appeared open to “static checks” as a method to keep away from save scumming to redo cube rolls. Relatively than augmenting a random probability together with your funding in a ability, a static examine merely requires a minimal funding to go, and if you do not have sufficient factors, too dangerous. Fallout: New Vegas is a notable RPG constructed on these types of ability checks, and that is even how Divinity: Unique Sin 2 dealt with persuasion, although its non-combat choices have been way more restricted than Baldur’s Gate 3’s.

“We had lengthy inside discussions and even prototypes for making a number of the checks [in BG3] extra static,” Pechenin revealed. “That is often related to bodily checks that thematically could be tried many times⁠—pushing a caught door open for instance.

“In the long run we didn’t have sufficient related instances to introduce one more system to this chonker of a recreation, so we went all in on the large shiny D20 and made certain that it feels pretty much as good as it may possibly.”

Elsewhere within the AMA, Larian additional elaborated on its AI use in Divinity, committing to not utilizing it in idea artwork, however retaining the choice to make use of it elsewhere in growth. The studio may also not be reprising Divinity: Unique Sin 2’s armor system (however I strongly disagree with Rory about it having been “damaged”—it was good!). Additionally? No WASD controls for you.



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