Could you copy and paste the article here? IGN is blocked here at my work
sure ...one moment:
Swen Vincke
Project Director, Divinity II: Ego Draconis
Larian Studios
Games Convention was something special this year. My sole reason for attending trade shows has usually been to pitch a game to potential publishers. While this might sound exciting, let me assure you it's not. You'd be surprised how many cringe at the term RPG. To many, it means long development times, missed deadlines, QA woes, localization headaches, and generally, lots of risks.
My modus operandi was to show how many choices people can make, and how their decisions pan out as consequences in the gameworld. I also spent considerable time talking about the mindreading option
Given the genre's history, I can't really say I blame them... but it does make my job hard. Often, telling a business development guy that you're pitching a RPG is sure to get him thinking "How can I get you out of my precious meeting room as fast as possible without seeming overly rude. "
But, this year was different. We've been working on Divinity 2: Ego Draconis with our publisher, dtp entertainment, for over than a year now. So, I got to show it to an interested public also known as the consumer, the player, the gamer, or as one marketing guy put it, "the crazy people with opinions". For most developers, they're the reason we make games, and we thrive on hearing their thoughts, comments, impressions and critiques.
Often, the only chance to meet many is at consumer shows like GC Leipzig. And after years of walking around with a big laptop with lousy battery life, unable to show our game to anyone without a signed non-disclosure agreement from hell, I can honestly say displaying it on a big screen to an audience, and then being able to talk with people about what they liked or disliked washed away plenty of accumulated frustration related to trade events.
I might have written something different had the feedback been negative, but it wasn't. It was bloody good! And I'm still smiling because of it. Divinity 2:Ego Draconis took many people by surprise, and cleared away doubts as to whether we can reprise what people liked about the original Divine Divinity.
In our sequel, you play a young dragon slayer initiate. Through a series of events, your character suffers a curse that makes him a dragon knight, a legendary being capable of transforming into a dragon whenever he sees the need. While this morphing feature is obviously eye-catching, and allows assorted of new gameplay options, my purpose was to demonstrate that Divinity 2 is an RPG with ample depth, and not an action RPG with a dragon.
My modus operandi was to show how many choices people can make, and how their decisions pan out as consequences in the gameworld. I also spent considerable time talking about the mindreading option that adds even more depth to the quests. On purpose, I didn't show much combat, and not much of the dragon, because the last thing I wanted to see written all over the place was "hack & slash Diablo clone with a dragon".
Judging from what I've read online, my goal was reached to a certain extent, though there's still lots of content to unveil. We're looking forward to presenting more new, cool elements of Divinity 2: Ego Draconis soon. But that will be another day.