Baldur’s Gate 3: A Game-Changing RPG That’s Shaking the Industry to Its Core
When Baldur’s Gate 3 launched on August 3, 2023, it didn’t just captivate players—it sent shockwaves through the gaming industry. Developed by Larian Studios, this Dungeons & Dragons-based RPG has been hailed as a masterpiece, earning Game of the Year at The Game Awards 2023 and sweeping five major awards, a feat described as “gaming history” by actor Neil Newbon. Yet, its unprecedented scope—174 hours of cinematics, 17,000 ending variations, and over 2 million lines of dialogue—has sparked a heated debate. Some developers, as noted in posts on X, claim it’s set an unattainable standard, with headlines like “Baldur’s Gate 3 DESTROYED THE GAMING INDUSTRY” fueling the narrative. This article unpacks the game’s impact, the industry’s response, and whether it’s a revolutionary benchmark or an unrepeatable anomaly.

A Perfect Storm of Ambition
Baldur’s Gate 3’s success is no accident. Larian Studios, a Belgian developer founded in 1996, spent six years crafting the game, leveraging experience from Divinity: Original Sin and its sequel. With over 400 developers across seven offices, a $100 million budget, and a three-year Early Access period, Larian refined the game with community feedback, ensuring a polished launch with minimal bugs. The game’s fidelity to D&D 5th Edition rules, expansive character creation, and non-linear storytelling—offering races, subclasses, 600 spells, and explicit romances—set it apart. Its dialogue system allows players to shape narratives through charisma, intimidation, or trickery, making each playthrough unique.
The game’s commercial triumph is undeniable. It hit 500,000 concurrent Steam players within days, challenging Hogwarts Legacy for 2023’s top sales. By 2024, it reportedly sold 20 million copies, rivaling Elden Ring’s success. Critically, it scored 96/100 on Metacritic, the highest-rated game of 2023, and remains a benchmark for RPGs. But its scale has led to claims, amplified on X, that it’s “destroyed” the industry by raising expectations beyond what most studios can deliver.
The “Anomaly” Argument: Developers Push Back
The discourse began pre-launch when Xalavier Nelson Jr., an indie developer, cautioned against viewing Baldur’s Gate 3 as a new RPG standard. He cited Larian’s unique advantages: a mature engine, a massive team, D&D’s brand power, and Early Access funding. Developers from Insomniac, Blizzard, and Obsidian echoed this, arguing that expecting smaller teams—10, 20, or 40 developers—to match Larian’s scope is unrealistic. Rebecca Harwick of Grimlore Games noted, “You can’t be appalled about how much big games cost AND make those lavish productions the standard.”
Larian’s CEO, Swen Vincke, dismissed the “standard” narrative, comparing it to Assassin’s Creed’s 2007 hype. “Standards die every day,” he told PC Gamer. “There’s so much free space to explore in the creative tree.” Vincke argued that the industry’s diversity—spanning indie to AAA—means no single game defines the norm. Former BioWare executive Mark Darrah, in April 2025, called Baldur’s Gate 3 a “perfect storm” unlikely to reshape development practices due to corporate constraints. He noted its role in broadening RPG appeal but predicted a “muted” impact on how games are made, as most studios lack Larian’s autonomy.
Critics of the “anomaly” argument, like fans on Reddit’s r/BaldursGate3, contend that dismissing Baldur’s Gate 3 as unrepeatable excuses mediocrity. They argue that Larian, an indie studio by definition, outperformed AAA giants like BioWare or CD Projekt Red, proving passion and efficiency matter more than budget. One user wrote, “To say the audience should lower their standards because you have a lower budget is nonsense.”
Industry Tensions: Profit vs. Passion
The debate reflects deeper industry issues. AAA studios, backed by publishers like EA or Activision, often prioritize profit-driven trends—live-service games, microtransactions, or battle passes—over narrative depth. Baldur’s Gate 3 rejected these, launching without DLC or in-game purchases, a move Neil Newbon praised for prioritizing player experience. Its success, as Windows Central noted, “makes a mockery of industry trends,” proving demand for single-player, story-driven games.
Yet, replicating Larian’s model is daunting. Cyberpunk 2077’s botched 2020 launch, despite a larger team, showed that resources alone don’t guarantee quality. Warcraft 3: Reforged’s failure, blamed on Activision’s mismanagement, underscores how corporate meddling can derail projects. Larian’s autonomy, as Evan Torner of the University of Cincinnati noted, allowed developers to modulate scope without C-suite interference, a rarity in AAA.
Smaller studios face even steeper challenges. Damien Crawford, developer of Purgatory Dungeoneer, warned that Baldur’s Gate 3’s dominance could make pitching similar TTRPG-based games to publishers harder, as it sets “unreasonable expectations.” Indie teams lack the resources or legacy of Baldur’s Gate, a franchise dormant for 20 years but bolstered by D&D’s cultural resurgence.
A Double-Edged Legacy
Baldur’s Gate 3’s influence is complex. It’s inspired indie developers, with one Larian staffer calling it a “rejuvenation” for their love of the industry. Publishers, per GamesRadar, now see potential in “50 million copies” of intense CRPGs, citing Larian’s proof that players “are not stupid.” Titles like Kingdom Come: Deliverance 2 reflect its push for ambitious, weird RPGs over safe AAA formulas.
However, TheGamer argues its perfection may limit its legacy. Unlike Breath of the Wild, whose open-world mechanics influenced Elden Ring, Baldur’s Gate 3’s holistic excellence—narrative, systems, and polish—is hard to dissect for inspiration. Its dice-rolling system, tying choices to D&D chance, might inspire mechanics, but replicating its scope requires “Rockstar-level” resources.
The game also exposed consumer frustration. Fans, burned by buggy launches like Battlefield 2042 or Diablo 4’s backlash, see Baldur’s Gate 3 as a rebuke to corporate greed. An IGN video, “Baldur’s Gate 3 is Causing Some Developers to Panic,” framed it as a fan-driven demand for quality, though it was criticized for oversimplifying developer concerns. Brandon Sheffield called it “yelling, not journalism,” noting that structural issues, not lazy developers, drive subpar releases.
A Call for Reform?
Baldur’s Gate 3 highlights inefficiencies in AAA development. Larian’s 300-person team, smaller than Ubisoft’s 400+ for Assassin’s Creed, delivered more impactful content, suggesting passion trumps bloated budgets. Medium’s Huang Fang Long argued that corporate structures need reform to prioritize creativity, citing Larian’s balance of profit and art. Digitally Downloaded echoed this, urging AAA studios to take risks like Larian, which bet its future on a niche genre and won.
Yet, the industry’s turmoil—layoffs, studio closures, and profit-driven models—complicates change. Baldur’s Gate 3’s success may pressure studios to chase its formula, risking burnout or financial ruin for those without Larian’s foundation. Felipe Pepe of the CRPG Book Project noted that only giants like BioWare or Bethesda might compete, but their corporate environments stifle the agility Larian thrives on.
Conclusion: A Beacon, Not a Blueprint
Baldur’s Gate 3 hasn’t “destroyed” the industry but illuminated its potential and flaws. Its standard isn’t universal—most studios can’t match its resources or timeline—but it proves that prioritizing players over trends pays off. As Swen Vincke said, “New things appear all the time.” The game’s legacy may lie in inspiring selective innovation, not imitation, encouraging developers to carve unique paths. For now, it’s a beacon of what’s possible, challenging the industry to dream bigger while grappling with its realities.