Baldur’s Gate 3 Director Swen Vincke Responds to Criticism of Highguard: “It’s Easy to Tear Down, Harder to Create”
The gaming scene has been buzzing lately with the release of Highguard and its “Mostly Negative” reviews. However, not everyone is on board with the backlash, and some are pushing back against the trend of harsh criticism.
Swen Vincke, the director of Baldur’s Gate 3 and head of Larian Studios, took to social media to express his thoughts on the negativity that often follows game launches. He stated, “I don’t like people shitting on things others have created. Putting something out into the world makes you vulnerable, and that alone deserves respect, even if you dislike the creation.”
Vincke emphasizes the difficulty of creating games compared to the ease of tearing them down. “It’s easy to destroy things; it’s a lot harder to build them. The best critics understand this. Even when they’re being critical, they do their best not to be hurtful.”
While it’s true that game development is a labor-intensive process, I believe reviews should be fair and reflect a range of opinions, even if they aren’t always glowing. Vincke acknowledges the impact of harsh criticism, saying, “The harsh words do real damage. You shouldn’t have to grow calluses on your soul just because you want to publish something.” He recognizes that there are games he doesn’t enjoy, but he also points out that every game is crafted by someone who genuinely cared about their work.
He argues that negative reviews don’t need to be overly harsh. “I get that if people are charging money, you want to know if it’s good or not. But reviewers can simply say, ‘I didn’t enjoy it,’ or ‘I don’t think it’s well made.’ That’s enough. No need to get personal for the sake of some likes.” Vincke encourages everyone to “be nice to one another.”
He draws a parallel to the anxiety of presenting in front of a class, highlighting how hurtful negative comments can be. “Be nice to the people creating stuff to entertain you. Treat them like you would like to be treated if you made something. Consider it a strategic investment in the quality of your future entertainment. You won’t regret it.”
Vincke clarifies that he isn’t defending developers or publishers who mistreat players or exploit their loyalty. “I hate it wholeheartedly and vowed that Larian would never engage in it,” he asserts. He believes that most creative individuals are sensitive and that when they step back due to harsh criticism, everyone loses out on the passion and creativity they bring to the industry.
“The effect the words have on those sensitive souls cannot be underestimated,” he warns. “You don’t want them to lose their idealism and love of players.” He concludes that expressing disdain for a game doesn’t have to involve verbal attacks on its creators. If enough players stop engaging with a game, the message will be clear, and changes will follow.
While I have mixed feelings about Vincke’s perspective—valuing both positive and negative reviews—I agree that the community could benefit from a more constructive approach. Some commenters share this sentiment, noting that the rise of negativity has harmed gaming discussions.
On the flip side, some argue that if a game is uninspired or poorly executed, backlash is warranted. It’s a nuanced topic, but one thing is clear: there are plenty of fantastic games to explore in 2026, and finding one that suits your taste shouldn’t be too difficult.