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Llama-Yak Hybrid

Wild Sheep
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I only hope those designs are actually instructional manuals on how to continue writing this game, addressed to the other writers.

How not write is more important than how to write.

Anyway, I'm more than mildly pumped for the first time since... fuck if I know.
There's literally nothing wrong with writing in any Divinity game bar Original Sin which got rewritten to be much, much longer in the middle of the development.
 

DraQ

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There's literally nothing wrong with writing in any Divinity game bar Original Sin which got rewritten to be much, much longer in the middle of the development.
I still have the original DD in my backlog, but Divinity 2 dialogues, narrator, books and UI texts were all thoroughly enjoyable. DC also had some fun dialogue and characters, limited as it was.
OTOH while DOS had some nice moments and well written lines as a whole it even made me cringe a bit and EE actually managed to make the writing worse overall (at least the Cyseal part, I have recently started the game again, hopefully this time I will finish it - combat, though not without faults, is immensely fun, the writing less so).

Edit:
What I do enjoy a lot in DOS, as far as writing goes, are item descriptions (when they are present).
:salute:
 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.pcgamesn.com/divinity-or...tes-a-better-story-in-divinity-original-sin-2

Why being able to poison your friends creates a better story in Divinity: Original Sin 2

OriginalSin2_5.png


Building upon the work many classic Dungeons and Dragons-inspired PC RPGs laid down in the 90s, Divinity: Original Sin became Larian’s breakout hit. Describing it as a game of systems and mechanics makes it sound very dull, but like its pen-and-paper counterparts, the joy was found in your own experimentation and exploration of the ruleset. From its tactical turn-based battles to the reactionary game world, there was an undeniable depth and richness to what Larian had designed.

When you look at the game’s story, however, you see a lot of half-finished ideas. Your party could banter with each other and argue about important story decisions but would ultimately have to settle their differences with a jarring round of ‘rock, paper, scissors’. Imagine being an onlooker in that world and seeing its two greatest heroes decide its fate over a children’s playground game. Talking to Larian Studios founder, Swen Vincke, it’s clear he sees the shortcomings in the first game.

OriginalSin2_2.png


“One of the biggest complaints about Original Sin was that it was sometimes too obtuse. The mechanics came in front of everything that was there in terms of story,” Vincke admits. “Also, we were a very small studio working on lots of things at the same time, so we didn’t have enough time to finish all the systems in the way they should have been finished. We have more time and more people now.”

The success of the first game, along with its definitive Enhanced Edition released a year later, gave Larian the breathing room to expand their team, open new offices in Ireland and Canada, and spend more time on a sequel. A second Kickstarter success to the tune of $2 million for Original Sin 2 certainly helped, too. Still, the Larian team is incredibly small in comparison to other studios developing RPGs on the scale they’re reaching for and when Vincke discusses their storytelling ambitions for the follow-up, the undertaking sounds near-implausible.

The phrase Vincke uses to describe the approach is “narrative competitive multiplayer”. It sounds like a fancy but ultimately vacuous slogan reserved for a Steam page bullet point, but once you start to pry into its meaning you see the storytelling aspirations for Original Sin 2 are monumental. Pen-and-paper RPGS are the go-to reference point once again, but Vincke talks about crafting a story that is not only better told but also gives players more opportunities to influence. There’s greater focus on your characters and their interactions with fellow party members.

OriginalSin2_4.png


“The tagline for the game is going to be ‘your origins, your party, your story’ and we really mean it. Your origins really have to affect everything so that you feel like it’s you and your character, which is the essence of role-playing.”

From what’s been revealed of Original Sin 2 so far, your character’s origins are one of the sequel’s biggest additions. You’re given the option to create a character from a range of multiple races with differing backgrounds, upbringings and motivations. These differences, however major or minor, promise to modify almost all conversations with NPCs and fellow players. Using a system of invisible tags, Larian can assign players with different lines of dialogue or topics of conversation based on your choices in character creation. Vincke uses the origin question “how did you survive puberty?” as an example.

“Basically that means how did you negotiate in Kindergarten, right? Were you manipulative? Then you get that tag. Did you try to make fun of it so that everybody liked you? Jokester tag. We do fool around with it a bit deeper than that, but that’s essentially how we’re thinking of handling it.”

So whether you’re playing solo with a group of A.I. companions or with up to three other human players, each of those characters will have their own unique set of tags that may bring you closer together. Or they might encourage arguments, based on the social dynamics of the world Larian has created. Some races do not get on with other races; persons of one upbringing may look down upon another’s and so on. You don’t have to be deliberately competitive but the option is there should you wish to do so, and the consequences can be far more extreme than just causing a relationship meter to swing one way or the other.

OriginalSin2_3.png


In Original Sin 2 your party can fracture and split. Did someone else make a decision you so despised that you didn’t want to be a part of the group anymore? You can leave, abandon your party and go off on your own adventures until you’re prepared to reconcile – if ever. And even then you can hold onto that grudge when you return and slip your adversary a subtly poisoned health potion for them to drink at an unsuspecting moment. It’s those sorts of scenarios that excite Vincke:

“In a varied group there are so many different things that you can do, and because we have such a systemic approach to it then we can start talking about morphing and changing it more. I haven’t played a game like that, not on a computer at least, so I’m very curious to see what the end result will be.”

The idea seems ridiculous. How do you build an RPG with that level of freedom without the whole thing buckling under its own ambition? What failsafes do you need put in place to ensure all players can still progress when the systems are pushed to their extremes? Can you even prepare for those circumstances? Larian are well aware of the significant challenges they’ve placed on themselves in order to achieve it.

OriginalSin2_1.png


“One writer was frustrated that there wasn’t a single bloody bottleneck in the game except two. He was annoyed at how he was supposed to ensure players didn’t miss details.” Vincke explains one way they’re getting around that specific issue. Story has been seeded throughout the world – in every side-quest, in every conversation, in every place you visit – so that wherever you go or wherever you’ve been, you can start to piece it all together.

“We never know what you’re going to do, [but] we have to ensure you get something from the main story everywhere,” he continues. “We’re not doing a Witcher 3 thing with a lot of cutscenes and a lot of emotional moments because we can’t. Not with the gameplay that we have, because it has to work in multiplayer. We have to tell the story through player agency, basically.”

Your origins, your party, your story: the catchy marketing tagline that also serves to sum up the entire design philosophy of Original Sin 2. In a pen-and-paper RPG your group may be working together to slay a dragon, or lift a curse, or complete some other grand quest, but whether or not you achieve that goal doesn’t define the experience. It’s the moments of interaction and decision-making between you as a group that linger long after the quest is complete. Like the time you had just successfully convinced a guard to let you pass but your rogue companion decided to secretly sneak behind him and slit his throat in cold blood anyway. Because that’s the kind of person he is.

divinity%20original%20sin%202%20reveal%207.jpg


That is when the group dynamic is truly tested: when personalities clash, tempers fray and rifts occur, where the conflict that creates the drama arises. That Original Sin 2 is promising that level of player agency in storytelling is bewildering. There were early signs of it in the first game, of course, but the scale here seems all-encompassing.

“[Divinity: Original Sin] was more like a toy box that you could do plenty of things with and you had a narrative holding it together. But that story got buried sometimes, so now it’s much more fleshed out and we’ve put much more time into it.”

This is more than just deciding whether a person lives or dies. This is about whether after life-long persecution you show a moment of restraint when facing one of your tormentors, or execute them when another player with background ties to them is standing just a few feet away. Larian took ‘rock, paper, scissors’ and introduced dynamite. Vincke is optimistic Larian can achieve their biggest dreams with this method of storytelling, but a healthy sliver of self-doubt is still keeping them grounded.

Divinity%20Original%20Sin%202%20Kickstarter.jpg


“I’m hoping we really succeed in bringing about the concept of narrative competitive multiplayer. Or is it just something that will remain a theory? I think I we’ll only find out when the entire game is put together and we see a situation in the game where players may have their own agenda and do not want to work co-operatively with one another. I want it to be the type of experience you’re going to keep on talking about as a player.

“It’s funny, these games are miserable because you build them layer by layer by layer and only by the end do you see how everything comes together. What I have now I’m quite content with already. I would play this game. But there’s still so much more development going on, so when all of that has been integrated hopefully it’ll still all run – and it should be fun!”
 

Lacrymas

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Eeeehhhh, weird. Why are they focusing so much on multiplayer? I don't have friends (that's not really true, but hypothetically speaking I might not have any, or at least none that are interested in gaming or D:OS, which is closer to the truth). Do they think that what "made" D:OS was co-op? I don't really have the patience or desire to explore a vast RPG world with friends. Being slow and methodical for 50+ hours doesn't really translate all that well into multiplayer.

"Your origins, your party, your story" is kinda missing the point, I don't want to play MYSELF, I'm not a wizard. I want to play a carefully constructed whole, with its own internal logic that leads somewhere and with characters who are deeply involved in this whole. We'll see where this goes though, it may not be as doomed as I'm prophesying it to be.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Eeeehhhh, weird. Why are they focusing so much on multiplayer? I don't have friends (that's not really true, but hypothetically speaking I might not have any, or at least none that are interested in gaming or D:OS, which is closer to the truth). Do they think that what "made" D:OS was co-op? I don't really have the patience or desire to explore a vast RPG world with friends. Being slow and methodical for 50+ hours doesn't really translate all that well into multiplayer.

"Your origins, your party, your story" is kinda missing the point, I don't want to play MYSELF, I'm not a wizard. I want to play a carefully constructed whole, with its own internal logic that leads somewhere and with characters who are deeply involved in this whole. We'll see where this goes though, it may not be as doomed as I'm prophesying it to be.
You know this thing has like AI and shit in dialogue situations, right.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Co-op was fantastic in D:OS and the best way to play the game tbh. So I can understand why they build on that.
I will say it again, I'm very interested to play a Codex 4-man D:OS 2 game when the time comes. Even as a Kind of Lets Play. I've a feeling it'll be a lot of...fun.
 
Self-Ejected

Excidium II

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Co-op games suck. Trying to do shit while the other players rush to the other side of the map. Even worse in this case since it's not one-shot maps.
 

Crooked Bee

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Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
I'd definitely be down for a Codex co-op playthrough when D:OS2 is released, provided I have enough free time.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Co-op games suck. Trying to do shit while the other players rush to the other side of the map. Even worse in this case since it's not one-shot maps.
Not a problem if you try to play with not completely braindead people.

But seriously it is an incredible smooth experience in D:OS. By far the best co-op RPG ever.
 

Mazisky

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Dunno why they skipped day\night cycle even on DOS 2, almost EVERY RPG has this...so boring to play in perma daylight
 

Lacrymas

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Pathfinder: Wrath
It's because Swen wants the night to have some gameplay element and not be in just so it can be in. And they don't have the time/money/desire to do it.
 

Mazisky

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It's because Swen wants the night to have some gameplay element and not be in just so it can be in. And they don't have the time/money/desire to do it.

Doing only aesthetic would add lot of flavour anyway, much better than nothing. Also the engine is clearly capable of it so it's not the best motivation.

Plenty of 90's games had it
 

agris

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Elemental interactions for realism and fun logic-based gameplay? Check.

The player being awake when the sun is below the horizon? Fuck no.
 

Lacrymas

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Pathfinder: Wrath
Swen also said, if they do a day/night cycle, that he wanted all NPCs to have a schedule. They explicitly said that they don't want it to be a simple color change/filter. They have a lot of other things to worry about before tackling this issue though.
 

Mazisky

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Swen also said, if they do a day/night cycle, that he wanted all NPCs to have a schedule. They explicitly said that they don't want it to be a simple color change/filter. They have a lot of other things to worry about before tackling this issue though.


They aborted day\night cycle in DOS 1 despite being in goals and backed features saying they had no time. Now with 2 they are doing the same. Can't justify a second time, no excuses
 

Lacrymas

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Pathfinder: Wrath
We should probably give them a wide berth so they can make a game that doesn't actively contradict itself, instead of demanding other things :p They might add it in an EE or something.
 

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