PCG: Is it really designed for multiplayer or is it designed to be single-player and the multiplayer is just a bonus for people who want to make that commitment?
Vincke: It's been designed from the bottom-up with the multiplayer in mind, under the motto that the multiplayer will make the single-player stronger. That sounds strange, so allow me to explain that.
If you make enough RPG like this, in which the party can split up at any time, and each player can do whatever he wants, there is an enormous amount of contingencies that you have to put in place, or you have to come up with a very systemic system which is pretty much what we've done. You have to make sure that whatever storytelling you're trying to do it will work no matter what the players are going to do.
Say that you have PetPal, for instance, which lets you talk to animals. And you're trying to find a murderer, so you talk to Murphy, a dog.
Say that you [playing co-op] and I am your other player and I've killed Murphy—just because the dog is annoying me. The game has to be able to handle that and allow you to continue [the quest]. The fact that we had to do that actually makes the single-player much stronger, because all that freedom that you get in single-player for a large part is inspired by the multiplayer part, because we had to cater for it.