In other words – you are not even considering adding things like optional quest marks, etc.?
No. The way we developed our game, quests and adventures – we simply cannot do that even if we wanted to. There are some improvements over the original system – people will see it for the first time in the Enhanced Edition. Some things are going to be a little bit more clear to the players. There won’t be any quest marks, but solving the puzzles will be more obvious if you look around carefully enough. We are “helping” players more, but it’s still up to them to find every single solution. You do that not because it’s easy to find, but because you are exploring the environment and options that are given to you by our RPG system. We don’t want you to feel like “I’m stuck, I don’t know what to do” – by fooling around with objects you are eventually going to solve the quest.
Yeah, in the first Original Sin the frustration was quite, well, popular. I remember this one quest – note that when I was reviewing the game there wasn’t even a single guide yet so I had to figure out everything by myself – where you had to put some objects on a platform. If the weight was right, you were opening the next gate… I finally made it and was extremely proud of myself, but…
And that was our goal. We didn’t change this quest in the Enhanced Edition, it’s still up there. But we implemented some small hints that will make the whole process more obvious, plus the interface is going to be a much better, so placing objects with specific weight will be easier. No one will tell you what to do, but finding a solution shouldn’t be as hard as it was. We are investing a lot of money in aspects like that – in improving interface, so the players can explore their options more easily.
Ok, that sounds promising. Looking at all those artworks in your office for the Original Sin 2, it seems that the sequel is going to be much darker, mysterious and serious. Am I getting the right impression?
Yes, you are right. It’s still going to be humorous from time to time, though. There’s a lot of extra effort being put in the narrative. In the first one it was more like “well, we need to place something here to fill the plot-whole, let’s just invent something”. But now, several of our writers are working on a lorebook – explaining every detail of the lore, our world, creatures, history, background, etc. – to make everything reasonable, connected and as comprehensive as possible. In game, you will never see it in so much details, unless you are going to read the lorebook, but…
Are you planning to release it somehow?
Yeah, we will probably release it, it’s a wonderful piece of work actually. And if you read it and then play the game – everything that you encounter will make perfect sense. It just makes a game so much better – knowing the fact that every detail, like behavior of the dwarves and their political situation, is extensively explained, absolutely changes the experience during the gameplay. It was mostly possible thanks to tripling out our narrative team – we took the new guys from completely different backgrounds. Some of them are experienced Dungeon Masters, but there are also screenwriters who worked on fictional stories all their life. Writing and pacing the story is a very complex matter and now we are capable of handling it even better than before.