The Witcher 4 Won’t Copy Baldur’s Gate 3

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Why Baldur’s Gate 3 Matters to The Witcher 4

Few role-playing games have changed the conversation around modern RPG design as quickly as Baldur’s Gate 3. Its success was not only commercial, but also creative: it reminded publishers and developers that players still respond strongly to reactive storytelling, meaningful choices, and worlds that feel alive. That influence has now reached CD Projekt Red, which has acknowledged that Larian Studios’ hit helped shape some of the thinking behind The Witcher 4.

At the same time, the studio is drawing a firm line between inspiration and imitation. The message from CD Projekt Red is clear: the next Witcher game will learn from what worked in Baldur’s Gate 3, but it will not become a clone of it. Instead, the team wants to preserve the identity built across earlier Witcher and Cyberpunk projects while still improving the series in fresh ways.

What CD Projekt Red Is Actually Taking From Larian

When developers talk about inspiration, it can mean many things. In this case, the studio appears to be focused less on structure and more on craft. Baldur’s Gate 3 demonstrated how much players value strong branching interactions, expressive characters, and systems that reward curiosity. That kind of design can influence dialogue, quest framing, encounter design, and how the game responds to player decisions without forcing the entire project into the same mold.

This distinction matters. A developer can admire another game’s writing density or player freedom without adopting its combat style, camera perspective, or world layout. For The Witcher 4, the key lesson seems to be that a role-playing game can be ambitious, reactive, and highly polished while still embracing a very different core structure.

  • Narrative responsiveness: players want choices that matter and ripple outward.
  • Character interaction: memorable companions and NPCs help the world feel human.
  • Environmental storytelling: exploration should reveal context, not just loot.
  • Systemic depth: mechanics should support role-playing, not simply decorate it.

Why The Witcher Formula Still Fits the Series Best

Despite the praise for Baldur’s Gate 3, CD Projekt Red does not believe that the best path forward is to recreate Larian’s formula with a different coat of paint. That makes sense when you consider what defines The Witcher 3 and the broader series. The Witcher games have always centered on a third-person perspective, large open areas, cinematic storytelling, and a protagonist whose personality is already well established.

Geralt’s adventures thrive on atmosphere and momentum. Rather than inviting players to invent a blank-slate hero from scratch, the series asks them to inhabit a defined character living through morally complicated situations. This gives the writing a different texture from a tabletop-inspired RPG where the player’s identity is more open-ended.

In other words, the strengths of the Witcher series do not come from copying another game’s architecture. They come from refining its own formula: dramatic quests, strong pacing, grounded fantasy, and a world that feels dangerous, messy, and emotionally tangled.

Open-World Ambition Versus Focused Role-Playing

One of the clearest differences between the two games is their approach to world design. Baldur’s Gate 3 is built around a more segmented structure with dense, highly interactive spaces. The Witcher 3, by contrast, is famous for sweeping open regions that encourage long-distance travel, side quests, and discovery across a large landscape. That approach likely remains central to The Witcher 4.

CD Projekt Red seems interested in combining the benefits of modern technology with the studio’s established style. The goal is not just a bigger map or more realistic lighting. The goal is a world that feels richer, more responsive, and more believable while still serving the type of storytelling the series is known for.

This balance is difficult but important. If a studio abandons the design identity that made a franchise successful, it risks losing the audience it already has. If it refuses to evolve, it risks sounding outdated. The safest and smartest path is a middle ground: keep the fundamentals, but raise the ambition.

Design AreaBaldur’s Gate 3 ApproachThe Witcher 4 Direction
World structureDense, reactive spacesLarge open-world environments
Player identityHighly customizable characterDefined protagonist and narrative role
Story deliveryBranch-heavy party RPGCinematic quest-driven storytelling
Studio goalMaximum systemic freedomPreserve series identity while innovating

Innovation Does Not Have to Mean Reinvention

One of the most interesting parts of CD Projekt Red’s comments is the insistence that innovation is still the objective. The studio is not saying it wants to make a safe sequel. It is saying the opposite: it wants to evolve without abandoning the foundations that define the franchise. That is a subtle but important difference.

In game development, innovation can happen in many layers. It may appear in quest design, AI behavior, world simulation, character animation, traversal, or how the game handles player agency. It does not always require changing genre identity. A sequel can be fresh because it improves systems, sharpens presentation, and deepens reactivity rather than because it completely changes its format.

For fans, this is the best possible kind of reassurance. It suggests that The Witcher 4 will not simply recycle old ideas, but it also will not chase trends at the expense of what makes the series recognizable. That kind of confidence is especially valuable for a franchise with a large and passionate audience.

What This Means for RPG Fans

The larger takeaway is that the RPG genre is broad enough to support multiple philosophies at once. Baldur’s Gate 3 proved that there is still huge demand for dense, choice-driven adventures rooted in character and consequence. The Witcher series, meanwhile, represents a different branch of the genre: cinematic, story-led, open-world fantasy with a fixed central hero.

Rather than forcing one game to imitate the other, it is healthier for the genre if successful studios learn from each other selectively. When developers borrow good ideas without flattening their own identity, players get a wider range of experiences. That diversity is part of what keeps the RPG space exciting.

  • Players benefit when studios experiment instead of copying.
  • Successful games can influence each other without becoming identical.
  • Franchise identity often matters as much as technical ambition.

Why the Studio’s Comments Are Encouraging

There is a certain maturity in acknowledging another game’s strengths while refusing to chase it blindly. CD Projekt Red’s position suggests the team understands what made Baldur’s Gate 3 resonate, but also understands what its own audience expects. That kind of clarity can help a sequel avoid design drift and keep its creative goals focused.

It also signals respect for both series. Larian’s game is not being treated as a template to copy; it is being treated as a benchmark to learn from. That mindset is usually healthier for long-term development. Developers study the best work in the industry, extract useful lessons, and then transform those lessons into something appropriate for their own project.

If done well, that process can lead to a game that feels familiar in all the right ways and new in all the right places.

FAQs

Is The Witcher 4 going to play like Baldur’s Gate 3?

No. CD Projekt Red has indicated that The Witcher 4 will not copy Larian’s format. It may draw inspiration from aspects of Baldur’s Gate 3, but it will remain rooted in the Witcher series’ own style.

What kind of inspiration is the studio taking?

The likely influence is in storytelling depth, world interaction, and the way the game reacts to players. Those lessons can improve a game without changing its core genre structure.

Will The Witcher 4 still be open world?

Based on the studio’s comments, it appears the series’ open-world identity will remain important. The aim is to evolve that formula, not discard it.

Why not just copy Baldur’s Gate 3 if it was so successful?

Because the two franchises serve different design goals. What works for a party-based, choice-heavy RPG may not suit a cinematic open-world game built around a defined protagonist.

Does this mean The Witcher 4 will feel outdated?

Not necessarily. Innovation can happen inside a familiar framework. The studio has said it wants to improve and evolve rather than simply repeat past successes.

Final Thoughts

The Witcher 4 is shaping up to be an interesting example of how modern RPGs can learn from one another without losing their identities. Baldur’s Gate 3 has clearly made an impact on the industry, and CD Projekt Red is wise to pay attention. But inspiration is not imitation, and the most promising sequels are often the ones that know exactly what to preserve.

For now, the message is straightforward: the new Witcher game will likely carry some of the lessons of one of the genre’s biggest recent successes, while still speaking the language of Witcher and Cyberpunk design. If CD Projekt Red can balance those goals, the result could be a sequel that feels both modern and unmistakably its own.

References

  1. GamesRadar article on The Witcher 4 and Baldur’s Gate 3 inspiration — GamesRadar. 2025-11-24. https://www.gamesradar.com/games/rpg/baldurs-gate-3-provided-a-lot-of-inspiration-for-cd-projekt-red-but-the-witcher-4-devs-are-sticking-to-their-own-rpg-formula-we-definitely-are-not-going-to-make-a-game-like-larian-did/
  2. The Witcher 4 has been officially announced — CD PROJEKT RED. 2024-03-28. https://www.cdprojekt.com/en/news/the-witcher-4-is-now-in-production/
  3. CD PROJEKT Group reports and commentary on development direction — CD PROJEKT S.A. 2024-03-28. https://www.cdprojekt.com/en/investors/
  4. Baldur’s Gate 3 — Larian Studios. 2023-08-03. https://baldursgate3.game/
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