GB:
David Gaider is now part of the renaissance.
The acclaimed writer for blockbuster Dragon Age role-playing game series left EA-owned studio BioWare in January. It didn’t take long for him to return to his roots — the Infinity Engine, a development tool that helped create some of the greatest RPGs in gaming’s history: Baldur’s Gate and Planescape: Torment. These fantasy games became so renown that they became a genre of their own: isometric RPGs (named after their pseudo-top/down viewpoint). In February he joined Beamdog, the Canadian studio that put out enhanced versions of the Baldur’s Gate games he worked on years ago, as its creative director.
"They want you to believe the devs under them are super stoked to work generative AI into their processes," continued Gaider, "but I assure you what they took as excitement was really a veiled wail of despair not unlike the time that team was informed of their new 'really cool' live service mandate.".
I think anyone with some common sense knew this, im glad i don't support their games anymore, what a sh!t company.
I said this yesterday. AI isn't what we want when it comes to crafting artistry. Alas, these soulless corporate morons don't care about their work, only about cutting corners as much as possible.
Baldur’s Gate 3 is one of the most replayable games ever made with a 1000-hour playtime or more. However, it can be quite taxing on modern CPUs. Let's have a look at how it performs on one if the fastest gaming processors and how to optimize it.
"Treat your players as you would like to be treated, that's it," Vincke says when asked about how to maintain trust with a game's community.