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Game News Divinity: Original Sin Kickstarter Campaign Begins + Hands-on Preview at RPGWatch

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
People actually care about BioWare's shitty mass accessible console games?
 

Suicidal

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This is progressing quite nicely - 3 hours left of the 1st Kickstarter day, and already at 85k.

I'm actually more interested in this game than Torment at the moment, since it is much close to completion and chances are we will be seeing it out really soon.
 

Zed

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Codex USB, 2014
I know. But judging from the KS video, the co-op has an entirely unique dialogue (system). It's like double the effort just for co-op.
Speaking of which, I would really want to see some SP video footage.

Conversation system is the same in SP and co-op according to infamous Myrthos.
alright. I would really like to see this in practice. and, like, if this is a core mechanic of the conversation system or if it's possible to make a proper dialogue system in a player mod.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Larian is giving us a REAL Ultima successor
Eh, let's not get carried away here...

It is more of an Ultima than Richards shitty Houses and Pets MMO.

Also, DivDiv1 was clearly inspired by Ultima as you can see from the looks of the inventory (exactly like U7) and from some limited world interactivity (you can't bake bread, but interact with quite a lot of items).
 

made

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Being a better game than Garriott's sham (how could it not be?) doesn't make it an Ultima successor.

Now, if it had Gargoyles...



Does it?
 

IDtenT

Menace to sobriety!
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Divinity: Original Sin
Pity a lot if the rewards are crap. The early ones are all "personal code unlocks XYZ in your copy". It only gets interesting around the $1,000 mark - and then after that gets crap again with simple "name XYZ".

Still, we doing a Codex fundraiser for this and shooting for the $1,000 mark?
I dunno. Mysterious Stranger sounds pretty cool - if one has good ideas. The most simple idea would be a good guy made to look bad guy and someone tricking you into killing him later in the game.
 
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I gathered that you actually thought about this, so I'd be curious to hear your suggestions.

I actually discovered your games thanks to the Codex; that is to say, I tried both the original Divinity game and Divinity 2 and took an immediate dislike to them, only to later reconsider based on reports of reliable posters around here. So much so in fact that I put both on my list of top 25 RPGs when we were compiling our latest top 10 a while ago and I contributed more than I probably should to the KS campaign (and now the Codex drive on top that).

The campaign reminds me of the games in that it manages to give a rather lacklustre first impression of an otherwise great project. Like others mentioned:

1) The structure of the pitch video is off. The detailed and sincere explanation of game mechanics and other details is great and commendable, but a concise and direct appeal to backers should be the first thing shown (especially in a 11 minute video), in order to capture the attention and imagination of those with more of a casual interest in the project ("the retards", if you prefer VD's jargon). You need to give the backers some semblance of and either/or situation where they can feel important for contributing without making it look like the company will tank if they don't (cf. Wildman) and see some sort of sharper distinction between the "KS-enhanced" and "vanilla" versions of the game (even if you go with the sort of pars pro toto representation that Brian Fargo is so fond of: "at $500,000 we bring in George Zeits").

2) Limited digital copies don't make sense. Put in a separate unlimited tier.

3) One obvious and logical reward would be digital copies of the earlier games, ideally in a format that can be used as a gift (Steam or GOG activation codes), regardless of the sales campaigns you've had recently.

4) Like DU pointed out, the reward where you get to put in things that are activated in your copy of the game is a nice idea in theory and I see how it ties in with the co-op concept, but it is not attractive enough to be part of so many tiers (people who actually enjoy putting their stupid inventions in the game most likely love the thought of ruining everyone else's experience with them rather than sharing them with that one special person only).

5) Listen to what Vault Dweller has to say. He is a bit too grumpy about the KS concept in general, but his observations are generally spot-on.

Good luck and I hope it all works out for you in the end.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Creator Larian Studios LLC just now
@ Armin Wolff : You are right. There were quests in Div2 that had consequences, but indeed maybe not earth-shattering. We were more on a linear, story-telling path there. Here, there is one main goal and how you achieve it, is up to you. That means that we (and the player) are more free to do what we want. That freedom also sets a playground for the designers.
We have review meetings about "what got implemented this week", and this is the stuff we keep on pushing into the game. It is us critisizing what we came up with. Is it open, is it free, can I kill him, can I sneak past him, can I reason/charm/intimidate him, if I don't do this, does everything still work, can I teleport past this, what happens if I don't do this, what happens if I do... etc.
There are currently many, many things that work and react this way, but it is one of the things we want to make even deeper and more involved with this Kickstarter.

:bounce:
 

felipepepe

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Creator Larian Studios LLC just now
@ Armin Wolff : You are right. There were quests in Div2 that had consequences, but indeed maybe not earth-shattering. We were more on a linear, story-telling path there. Here, there is one main goal and how you achieve it, is up to you. That means that we (and the player) are more free to do what we want. That freedom also sets a playground for the designers.
We have review meetings about "what got implemented this week", and this is the stuff we keep on pushing into the game. It is us critisizing what we came up with. Is it open, is it free, can I kill him, can I sneak past him, can I reason/charm/intimidate him, if I don't do this, does everything still work, can I teleport past this, what happens if I don't do this, what happens if I do... etc.
There are currently many, many things that work and react this way, but it is one of the things we want to make even deeper and more involved with this Kickstarter.
Been so long since I last played a game where I can kill all the NPCs and still beat it.
:love:
 

Stabwound

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Other than massively overestimating the importance of RPGWatch, this isn't doing too bad. Obviously, they are looking for much more than the goal they set, but if anything deserves a good KS turnout, it's this game. It's already a full-fledged game that needs some extra polish, and it's guaranteed to come out mostly in the state they present, so you get a sweet preorder deal out of it at the least.
But holy shit, I still don't understand their reasoning for putting up the KS so early. Fucking RPGWatch? :retarded:I'm sure even the Codex gets more traffic than that place. Hell, so do most big game review sites which they seemingly had previews set up with for this KS. Oh Sven.

Regardless, I can't wait for this game. It looks awesome.

p.s: Good job on setting up an American LLC to get on American Kickstarter. :smug:
 

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