Are you guys going with same kind off music theme in D:OS 2, and do you guys have composer for D:OS 2 already? Loved the music theme in D:OS. RIP Kirill Pokrovsky.
Swen: We're talking to different composers and will probably make a decision soon. All of the ones that we are talking to are composers that showed a deep respect for Kirill's legacy but obviously we'll want them to do their own thing too.
Will there be any VR options in D:OS2?
Jeff: We will at some point experiment with it but right now this is not our priority.
I know there will be more races ,but will there be more appearance customization for those races? In Original Sin if I wanted my guy to look like a more slender wizard or rogue type I was completely out of luck, which kind of killed it for me.
Jan: Body type variety isn't planned at the moment for a variety of reasons. But we will have all those races though: no less than five!
Is Dragon Commander finished? I found the game very cool and creative but nothing seems to have happened with it since launch.
Swen: We don't have any plans to continue working on Dragon Commander. Personally I'd love a Dragon Commander 2 but the focus for the moment is on D:OS 2. We'll see what happens after that.
What's it like writing these games? What's the process like when you get a team of writers together?
Char: Hey there! It's .... exciting and chaotic!
We work in a very collaborative writing environment. So, we'll start out brainstorming together either in a room or over Skype. Then, once we are tired of arguing, we'll all head into a collaborative document and type it all up, editing and changing each others' work the whole time. Sometimes (like earlier today!), we can have 5 writers all working on the same paragraph at the same time, fine-tuning it to perfection. It's like gardening with words!
At the end of the day, everything needs to pass the eagle eyes of Jan and Swen ... and then we pick up what didn't work and either throw it out or make notes for what needs to be changed. And then it's back to the drawing board again...
Hi Swen, Mainly wanted to say hi to the team from a former teammate (Sébastien Van Deun here) but also ask the following: Would you plan a remake of the first games (Divine Divinity, Beyond Divinity) using the engine of D:OS / D:OS2 ? that would be sweet (although probably take quite some effort to realise... maybe an extra strech goal?)
Swen: Hi Sebastien! I thought about that but in the end decided we're better off doing new things. Life is too short as is. Hope you're doing well!
Swen, what would you like to see from a fan created adventure using the divinity editor?
Jeff: Swen will answer at some point but me, I would like to see a Tower Defence, haha. Hi Windemere by the way!
Swen: Something that surprises me and that makes me skip work
Will the 4 player coop ohave some way to still have a way to win arguments. Example - I use my charisma and its greater than any other trait someone uses...so I win decision/agurment. If yes - will you be able to choose anay trait and will NPC's individually be more susceptible to specific character traits? IE - maybe a woman/widow is better effected by romance?
Swen: We have a new system that is more about letting the other companions/rest of the party know what you think about something. If you listen to it or not then affects your relationship with them but you're free to do as you want. It's also possible to say that something is really important to you as in - I'm ready to fight over this. We're still prototyping this but so far it seems to work well.
Thanks for the reply! I really loved the rock/paper/scissors. It gave the game a great sesnse of decision making...and made it even funnier when someone decided to break that decision. I was a bit sad when I saw it was removed.
Swen: It didn't work well with 4 players and the new system really has a lot going for it. But we tend to change a lot during development so I really wouldn't be able to tell you know what the final system is going to look like except that it'll probably be the best one we could come up with during development
What do you guys think of Pillars of Eternity? I have to say I really like some of the streamlining (like not having to manage inventory for non-critical stuff like crafting ingredients)
Char: I didn't get anywhere close to finishing it yet, but I enjoyed the start a lot! I'm a pretty huge fan of Baldur's Gate, so I really liked playing something that felt similar. Also, don't tell me what happens with Aloth, because I love that character and am determined to play more to find out
Swen: I only played it for an hour so far so I really can't make a comment. But we did make a lot of improvements to item management in D:OS EE so hopefully that'll help.
Have you ever thought of doing a MMO? Were you happy people ended up making Div 1 four player even though it was a feature you scrapped?
Jan: No, an MMO is not our cup of tea, but a four player RPG most certainly is! So yes, we thought it was cool that people created a four player mod and this time it'll be a very important feature of Divinity: Original Sin 2 from the get-go.
1) Besides RPG's and Strategy Games, what kind of game would the writers and Larian Studios like to work at?
2) For writers and Designers: Which old piece of writing or which gamedesign-decision do you still like, even if the final product wasn't as good as you wished?
3) Why the "more grounded" narrative, after the more cosmic story of Original Sin 1?
Jan: 1) A GTA-style Space Opera would suit me just fine! ;-) 2) I loved writing Dragon Commander. I could write Edmund all day! 3) We want to grip the players more and make the story more personal to you as you progress. The story still features plenty of fantasy though, so don't worry if that is what you're after!
Hi! I heard that the love and rival relationship (if we reach that stretch goal) will be linked with your characters origins, at least that was the idea, i find that idea cool but how limited will you be in options?
Swen: There'll always be limits obviously but we'll do our best to hide them. We're currently toying around with a number of systems and once we find one that we think really works (and that is feasible productional),we'll present it to you.
I'm really excited about dedicated mod support in D:OS 2. If we reach this stretch goal (last I checked, we only had ~$100k left, so it's close!), what kind of tools can we expect for modders to use? Do you expect to have something as encompassing and simple as, say, the Construction Kits in Bethesda games?
Jeff: It will depend on a lot of things. Like I answer somewhere earlier the 1st thing with want to do is reducing the amount of clicks and then after that creating tool easier for non-professional. After that, if the community want something like the Construction Kits we'll have a look for sure.
Swen: Our ambition is going to be to make it really simple but it remains complex stuff, so I really can't say at this point how well we'll manage. It'll certainly help that we'll have people dedicated to improve the modding.
I've already bought the PC version, but do you think there is a chance that D:OS could make its way to Wii U? I realize that the console has a small player base, but it is starved for RPGs compared to just about everything else. Imagine if one player was playing on the screen while another was playing on the GamePad.
Swen: As it happens, we have a guy in the team who did a fantastic port of a well known game to the Wii U. I'll ask him
Also - Thomas agrees with you and thinks it's the perfect platform for D:OS.
Swen: So I asked him and he jumped out of the window, so I guess that's a no
I'd still love to see what you planned for LMK, or what you guys could do with such a rich ruleset in the end. So what is your current mindset regarding it? Would you say you'd like to work on something like that again? Or that you grew out of it?
Swen: It remains a real pity LMK never saw the daylight but I don't think we'll be returning to it. By now some of the concepts are outdated.
Is the rivalry-love stretch goal gonna be a 'dynamic' system like the Rock Paper Scissor responses system of the first game or is it gonna be actual narrative content (ie, actual side-stories, so to call them)? The description in the KS is really vague.
Char: It will be both! Firstly, there will be actual narrative content with each companion. Then, within the narrative, the player must make dynamic choices that will determine the next stage of that relationship. If we hit the stretch goal, we will provide more detail in an update. I should also add that we are still prototyping things on this front, so nothing is set in stone at this stage..
How is the romance option for npc's panning out. Not going to lie, that part of, for example, in Bioware games, was one of my favorite parts. So I was just curious how in depth it could go. If we get that stretch goal of course. Again thanks so much for this!
Char: We are planning a huge range of options within relationships - from love to hate and everything in between! So, indeed, you could stop working together, you could become bitter enemies, you could kill him (and/or resurrect him).
We were actually working on varieties of relationship charts today - figuring out exactly how different characters could relate to each other and the various options for them. So, we are considering romance to be one part of a WIDE relationship world, one that takes into account many variables as you interact with other player characters and/or NPCs. I can't say too much more on the details at the moment, but hopefully we'll make the stretch goal and be able to do a whole update on relationships
Are you guys going to be changing up the journal in EE or OS2? It was fine, but could get confusing or cumbersome with lots of quests.
Jan: We've done quite some rewrites for the journal of the Enhanced Edition, and there have been UI improvements as well. As for DOS2, I think we'll have to think long and hard about the journal, what with different origins, competitive questing, etc.