Baldur’s Gate 3 director says his studio isn’t interested in making DLC because ‘it’s boring

Baldur’s Gate 3

In the gaming world, downloadable content (DLC) has become a cornerstone of post-launch revenue. It’s a system that, on paper, makes perfect sense: after the successful release of a game, why not keep the momentum going with additional content? However, some game developers are rethinking this approach, and one studio’s perspective could offer valuable insights for Rockstar Games, especially in relation to their highly anticipated Grand Theft Auto 6 (GTA 6).

Larian Studios, the developer behind Baldur’s Gate 3, has made waves recently for its bold stance against the DLC model. Swen Vincke, the studio’s director, spoke candidly about their decision to reject DLCs despite the game’s massive success. When discussing the studio's choice with GameSpot, Vincke explained that although conventional wisdom suggests DLCs would be a natural way to capitalize on a hit game, Larian simply didn’t have the passion for it.

According to Vincke, creating DLCs for Baldur’s Gate 3 seemed like the obvious next step, but after giving it more thought, they realized it wasn’t the path they wanted to follow. “It’s boring,” Vincke remarked, sharing his honest feelings about the idea of churning out additional content just for the sake of profit. “We try to be in the DLC business... but just, no passion.”

This sentiment is particularly interesting for fans of Rockstar Games, who are eagerly awaiting news of GTA 6. Rockstar, like many other studios, has long relied on DLCs and post-launch content to extend the life of its games, from GTA Online to expansions like The Ballad of Gay Tony. However, with the growing demand for innovative experiences and deeper player immersion, Rockstar might want to take a closer look at Larian’s approach.

Vincke’s words shed light on an important truth: happy developers often lead to happy players. Larian realized that, while DLCs might seem like an easy way to keep generating revenue, it’s ultimately the passion and creative freedom of the development team that results in meaningful, memorable gaming experiences. In the case of Baldur’s Gate 3, this led them to explore alternative avenues, focusing on what makes the team happy rather than adhering to a formulaic DLC strategy.

For Rockstar, especially as they develop GTA 6, this shift in perspective could be crucial. The gaming community has grown tired of the constant churn of incremental DLCs, often feeling like more of the same rather than fresh, engaging content. If Rockstar is truly looking to create the next big thing in gaming, a more unconventional approach could be the key.

Instead of following the established model of GTA Online and releasing a series of repetitive DLC packs, Rockstar could take a cue from Larian Studios and focus on delivering a deeper, more immersive game experience from the get-go, followed by genuine expansions that add value rather than just extending playtime.

While GTA 6 is still a mystery for many, Vincke’s reflections offer a valuable lesson: creating games driven by passion, rather than financial calculations, can result in both developer satisfaction and a stronger, more engaged fanbase. Rockstar Games may want to think twice before committing to a future where the primary focus is on DLCs—perhaps it’s time for them to rethink the formula and explore new ways to keep players invested, without resorting to a model that could soon feel stale.

Ultimately, if Rockstar wants GTA 6 to stand the test of time, they should consider putting the passion of their developers first. After all, a happy developer often translates to a game that players will never forget.

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