Baldur's Gate III: The Black Hound
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- Josh Sawyer
- Damien Foletto
| Baldur's Gate III: The Black Hound | |
|---|---|
| Developer | Black Isle Studios |
| Publisher | Interplay Entertainment |
| Designers |
|
| Series | Baldur's Gate |
| Platform | Microsoft Windows |
| Release | Cancelled |
| Genre | Role-playing |
| Mode | Single-player |
Baldur's Gate III: The Black Hound was a cancelled role-playing video game developed by Black Isle Studios and to be published by Interplay Entertainment for Microsoft Windows. Announced in 2002 under the codenames FR6 and Project Jefferson, it was planned to be the third main entry in the Baldur's Gate series, utilizing the Dungeons & Dragons 3rd Edition ruleset. The game was set to use the developer's proprietary 3D graphics engine rather than the Infinity Engine used for the studio's previous games.[1]
The Black Hound was cancelled in 2003 when Interplay lost the rights to develop further Dungeons & Dragons games for the PC platform.[2] Development at Black Isle Studios moved onto a sequel to the Fallout series codenamed Van Buren, which was itself cancelled in late 2003. Black Isle Studios would develop a further spin-off to the series, Baldur's Gate: Dark Alliance II, before being shut down by Interplay on 8 December 2003.[3]
In 2019, Larian Studios announced an unrelated Baldur's Gate 3. It was released in 2023 to critical acclaim.
Game dynamics
Several interviews shed light on gameplay components, with the most prominently being conducted with Winterwind Productions. It would have been built on the same fundamentals as the previous Baldur's Gate games updated to fit the Dungeons & Dragons 3rd Edition ruleset, meaning it would have used pausable realtime gameplay. Damien Foletto, a developer on the game, hoped to use elements from other games such as The Temple of Elemental Evil. The game was not to be turn-based because it would have had a significant production and marketing cost, requiring a wider audience base to be profitable. The developers intended to draw deeply from a wide variety of D&D source books to offer a diverse selection of weapons. Not all of the weapons were going to be available, but most of them would have been and the player would have been able to do "crazy" things with any weapon. As in Fallout 2, no single weapon would have been better than other weapons, and each weapon would have had its own traits.[4]
Progression
Originally, players would have only been able to advance up to level 5. This was later changed to level 8. This was for two reasons: for the player to be able to level up to higher levels in the sequels and for the player to use more strategy. The game was originally planned to have players focus less on leveling up and more on using their brains to solve problems presented within the computer game. While there would have been many D&D character classes and races to choose from, the low level cap would necessitate the exclusion of prestige classes.[5]
Karma
The game was said to be truly non-linear, where the player has freedom to visit any location and perform any action they wanted, keeping in mind that there will always be repercussions for the player's actions in the game. Failed/incomplete quests would have had consequences as the game progressed. Unlike previous games, the player was able to switch between alignments depending on the actions in the game. This would have also required the player character to make difficult decisions which could affect his reputation with one group in order to maintain his reputation with another.[6]
Party
CNPCs would only join a player's party if they agreed with the player's actions. Acting contrary to the intentions and philosophies of CNPCs could result in them leaving the party, attacking the player character, or expressing their discontent in dialogue. Player characters possessing a high enough charisma could mitigate the risk of defection. Just like the original Baldur's Gate, the player could switch freely between their character and CNPCs in their party. Continuing to act against the will of CNPCs could result in the player losing the ability to play as them even if they remained within the party as a follower. Conversations would always be conducted from the perspective of the player character, but CNPCs could interject in conversation depending on applicable skills, charisma scores, and personalities. Properly leveling up the charisma levels of CNPCs could also reduce the risk of potentially violent conflict within the party.[7]
Player character belonging to the wizard and warlock classes would have access to familiars and animal companions. It's still not known whether familiars and animal companions would be handled as traditional CNPCs or with a new set of mechanics.
Reputation
There would have been several types of reputations in The Black Hound: Regional Reputation, Factional Reputation, Fame/Infamy, and Epithets. The first three all have positive and negative scales. Some characters may only care about positive reputation in an area, others might only care about negative reputation in an organization, and others might try to balance a number of reputations when they speak to the player. Regional Reputation is a positive/negative counter that depends on the actions the character performs in a specific region. Not only will Factional Reputation affect dealings with certain organizations, it will also affect your dealings with the allies and enemies of those organizations. Fame and Infamy would have been awarded to the player character depending on their actions. Their reputation would be displayed in epithets.[8]