Interesting stuff. What I'd like to know more about is why did the introduction of sea/land suddenly solve their design problems. The blog-post was kinda vague on that part.

For example at first I assumed that land/sea and air would be separate thus providing distinct RTS parts (land/sea) and action parts (air) which would solve the problem of integrating strategy and action within the framework of air combat alone.

But since land/sea/air all happens together I'm really curious about how it all works and how it provided so many solutions, aside from the obvious like more variety, unit interaction, tech choices, etc.

In any case it's nice to have any sort of news about the game. smile

And I really hope they do make a MoM style game set in the Divinity universe one day.


Last edited by Jean-Luc; 08/11/12 05:37 PM.