Originally Posted by Falcus
Uh, glad you guys agree I was prepared for some kind of rabid fanboy assault.

I also want to add that enemies are very stereotyped too.
We have a typical "cult" faction where magically everyone wants to end the world etc etc, come on.
I think the line between good and evil should be much thinnier and make you think before you pick decisions.

Next expansion (or mods) I hope to see more morally ambigue characters and storylines, where the line between good and evil is much thinner - if there is any at all.

It's that kind of thing that gives me immersion: text that makes you think, makes you wonder, makes you imagine, makes you question.

I'm ok with some light-hearted parts to unwind, but there should be something major happening.


Well, in all honesty, Divinity games were never about "realistic moral choices". In that terms Divinity is much different than to Witcher, Baldur's Gate of Mass Effect. Divinity is way less story (or "epicness") driven. The game is way more systems driven, based on tactical combat and interactivity.

I very much disagree with the notion that a game has to be like this or like that just because someone wants to put it into categories (like CRPG). That's imo a big trap many people are falling into. Divinity isn't meant as a direct successor to Baldur's Gate 2 for example, not at all.

Let's take for example XCOM Enemy Unknown/Within. This game is almost completely systems driven without any "deep" narrative aspect. Nevertheless the game is great fun, my personal GOTY 2013.

Story and dialogues in D:OS are there to carry you through the game, make you laugh here and there and just to be entertaining (think of comedy instead of drama). Also dialogues are written for easy digestion in co-op. Don't forget that the game is very much designed as a co-op experience. A good co-op experience is based on interaction between the players and less based on deep immersion. I think the game would be way less fun in co-op if players had to read tons of text in each dialogue. Also deep, moral decisions are much harder to implement in co-op with D:OS' dual-dialogue and RPS system. The light-hearted writing is perfect for this kind of experience imo. The story and dialogue fit the basic game design, I would say.

And for a complex and morally ambigious narrative in SP for the full narrative experience that stirs your mind there will hopefully be games like Pillars of Eterniy, Torment ToN and even Witcher 3 soon. No need for Divinity to be exactly like that. D:OS has other strenghts and another focus and the writing accounts for that. wink


WOOS