Baldur’s Gate 3 will undoubtedly be remembered for its systemic and narrative flexibility, but it’s worth sparing a thought for how its more crafted experiences are designed to mimic the improvisational nature of pen-and-paper roleplaying. Quest design is highly organic, with smaller stories flowing in and out of the main plot in freeform, unpredictable ways. There’s no systematised method of acquiring, progressing or resolving quests, and for most of the game it’s rarely obvious where a chosen path will lead.
One of the most interesting aspects of this design is the dearth of formalised