Baldur's Gate 3 is bafflingly reactive. You can't drop-kick an owlbear without the ripples spreading out and causing some kind of reaction later on down the line. But it goes even deeper than I knew: In a recent interview, Larian CEO Swen Vincke shed some light on the studio's "n+1" design philosophy, and revealed just how far it goes to create solutions for times when "the player fucked up everything."
Vincke was chatting to IGN when he mentioned Larian's approach to making sure its games can accommodate our terrible...