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E-Boredom has popped up again, this time with an interview with Feargus Urquhart, Obsidian CEO and former BIS leader:E-BOREDOM: What was done to ensure that Baldur's Gate was different from other CRPGs at the time?
FEARGUS URQUHART: I think the ideas for the game at the beginning is what made it feel different in the end. DirectX was a new thing and the programmers at Bioware felt they could create these huge scrolling maps that were no longer tiled. Doing that made every pixel unique and created a world that felt much more real. Using the Forgotten Realms allowed the designers to focus more on the gameplay and story of the game, since the history and descriptions were already created for them which probably helped them make a game that was more immersive. |
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