https://www.kotaku.co.uk/2018/02/15...nity-ii-publishers-and-dwarven-discrimination
Kotaku Shill Journo: You guys have been working on games like this for a long time – is it hard to remember to keep things streamlined, or accessible?
Josh Sawyer: Yes. It's a game that we know how to make. I guess the thing is though, going all the way back to
Icewind Dale ... I worked on
Icewind Dale, and then I was the lead on
Icewind Dale II, and ... In QA there was such, at Black Isle, there was an enormous gulf in player capability. And a lot of it depended on system mastery. And I was someone who, I grew up playing D&D, I played a tonne of it at university, too much at university, and I kind of just assumed that everyone understood how to play D&D, and so I designed combat and counters that were just ruthless, and brutal, and psychotic.
I remember one experience in particular, where we had a QA tester come up to my office and he said, "This is impossible. This fight is ridiculous, I've been trying to get through this for two and a half hours. What in the world were you thinking?" And I'm like, "What fight?" And he told me the fight, and I turned to my office mate who was also really good at these sort of games, I was like, "How many tries did it take you [to beat that fight]?" He's like, "I think I got through it on the first try." I'm like, "Yeah, I got through it on the first try too."
And so this tester says, "You are fucking lying. You're so full of shit." He's like, "Show me – show me how you did it." So I load it in, and I started pre-buffing. And I had three casters going for five rounds pre-buffing, and people drinking potions. He's asks, "What are you doing?" "I'm pre-buffing." He's like, "What do you mean?" So I explained all the different bonuses that I got, and how they stacked with each other, and how I cast the longest duration spells first, so that by the time I got to my shortest duration ones, that they were at the end of sequence and all this stuff. And then I transitioned, and I went in, and I fucking just wiped out the whole map. And he was like, "That's how you're supposed to do that?" I'm like, "Yeah, that's how I do every fight."
There are people who want pre-buffing actually in
Pillars II. I'm like, "No, dude." Because it's these things that create gulfs. We have buffs, and they're powerful buffs, but you can't pre-buff. You have to do it in combat. So there's an opportunity cost. The smart character can still time the things out and be crafty and clever, but it doesn't create this enormous gap between players.
That's the stuff that I want to avoid. I want there to be tactical complexity and depth, I don't want it to be something where there's no-brainer choices that if you don't make you’ll handicap yourself, and if you don't play the game in a very specific way, you're just going to set up for failure.