JarlFrank
I like Thief THIS much
Tags: Divinity: Original Sin 2; Gamescom 2017; Larian Studios; Swen Vincke
Like every year, I went to Gamescom again to report on some currently in-development RPGs. This time, I only went to see Divinity: Original Sin 2 at Larian's booth, and Starpoint Gemini: Warlords at the Croatian game developers' booth. At least the low amount of presentations and interviews means we'll actually get to see all the Gamescom 2017 articles in 2017, so hey!
At Larian's booth, Swen Vincke presented some new features of the game to me - mostly features connected to undead player characters and the Mask of the Shapeshifter (which was a Kickstarter stretchgoal). Once the presentation is over, I assault Swen with a bunch of questions and he proceeds to give me answers that are confusing even to himself.
Larian certainly have the right attitude when it comes to implementing features into the game, don't they?
Read the whole interview and my write-up on the presentation in the article!
Read the full article: Codex Gamescom Report 2017 Part 1: Divinity Original Sin 2
Like every year, I went to Gamescom again to report on some currently in-development RPGs. This time, I only went to see Divinity: Original Sin 2 at Larian's booth, and Starpoint Gemini: Warlords at the Croatian game developers' booth. At least the low amount of presentations and interviews means we'll actually get to see all the Gamescom 2017 articles in 2017, so hey!
At Larian's booth, Swen Vincke presented some new features of the game to me - mostly features connected to undead player characters and the Mask of the Shapeshifter (which was a Kickstarter stretchgoal). Once the presentation is over, I assault Swen with a bunch of questions and he proceeds to give me answers that are confusing even to himself.
“Let’s just say it’s complicated, eh?”
“It’s not! Not when you’re playing it.”
“I mean from a designer’s standpoint.”
“Oh, yeah. It’s super complicated. It’s insanely complicated. The discussions that we have about these things can sometimes take very long since you always find edge cases, but it’s not that because those edge cases exist we shouldn’t do it. Sometimes you might find things that don’t make a hundred percent sense, but essentially our attitude to that is, eh fuck it.” He laughs.
“It’s not! Not when you’re playing it.”
“I mean from a designer’s standpoint.”
“Oh, yeah. It’s super complicated. It’s insanely complicated. The discussions that we have about these things can sometimes take very long since you always find edge cases, but it’s not that because those edge cases exist we shouldn’t do it. Sometimes you might find things that don’t make a hundred percent sense, but essentially our attitude to that is, eh fuck it.” He laughs.
Larian certainly have the right attitude when it comes to implementing features into the game, don't they?
Read the whole interview and my write-up on the presentation in the article!
Read the full article: Codex Gamescom Report 2017 Part 1: Divinity Original Sin 2