Act 2 of Baldur’s Gate 3 feels too harsh and somber? The author says: It has to be like this

The transition from Act I to Act II in Baldur’s Gate 3 shows a marked change in tone and atmosphere. Lead author Adam Smith explains why this shift is a crucial step in the game. More details on MeinMMO.

Caution spoilers: Article contains spoilers from Act 1 and Act 2.

What’s going on there? The transition from Act I to Act II in Baldur’s Gate 3 marked a notable shift in tone and atmosphere. While Act I is one of fairytale exploration and playful freedom, Act II takes players into darker and more dangerous realms. Adam Smith, the game’s lead writer, explains this change as an essential step in the game’s narrative structure.

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Act 2 focuses on the interesting, puts players to the test

what was said According to Swen Vincke, act 1 can be seen as a long tutorial of Baldur’s Gate 3. In an interview with GamesRadar, Adam Smith points out that the first act’s open-ended tone leaves room for experimentation. The second act would be about testing the players’ skills and learned knowledge as they navigate more dangerous and challenging areas.

Smith also emphasizes:

The systemic and emerging things learned at this point are needed in Act 2 to stay alive, while Act 1 is much more playful. It’s an adventure, isn’t it? The beginning of an adventure is much freer. You discover what your role is and what you can do. And then, in the second act, the intensity of the drama increases. The interesting.

AdamSmith

The second act shows the increase in threats and the focus on the central antagonist. This gives a clear direction to the plot and challenges the players to realize their identity in the game and make decisions in a more challenging and gritty area.

The transition between acts may have been felt by some players to be abrupt, but Smith explains that this was done on purpose to challenge players and draw them deeper into the story. While the first act offers a variety of possibilities and discoveries, the second act draws attention to the goal of the game – Baldur’s Gate.

Smith emphasizes the need for players to experience the whole of the game, rather than just checking off parts of it. The second act may have a stronger focus on the main story, but it still offers plenty of room for exploration and discovery, all of which point towards the goal.

To summarize again: Ultimately, the changes between Act 1 and Act 2 may reveal some irritation at first glance, but they reflect the evolution of player identity and the shift in narrative focus.

The game strives to be more than just a fantasy adventure – it’s a journey in which what was learned in Act I is put to the test in Act II. This journey becomes a dynamic process that continually challenges players and elevates their gaming experience to a higher level.

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