Originally Posted by Drath Malorn
Originally Posted by daMichi
What was stated in an interview regarding e.g. the spell 'Bless' it seems to me that Larian will hold in to their current design philosophy.

Oh ?! Can someone give me a link to that interview ?

The Bless spell is one the major offenders, as far as my problems with the current spells go. So I'd very much want to read whatever anyone at Larian said about this spell.

I think it's from this magazine.

An excerpt of it was posted on the Beamdog forums containing comments about Bless.

"You’ve opted for Early Access, which has served you well in the past – what’s EA’s appeal?

There are several. The feedback is superimportant – we learned that when we released the first Original Sin. We released via Early Access on that partially to get money right in the middle of production. [And it’s not even like] we didn’t say this in public. You do Early Access to get another boost of money – it’s not a lot, but it will help. Then, instead of your QA team and designers, you have thousands of people playing your game and they have a lot of opinions. If two people give you a certain opinion, that’s OK, but if thousands of people have the same opinion then you probably need to listen to them and you probably need to change it around.

During Early Access, we also get a lot of anonymous data – it tells us where people are dying, or where they’re levelling up, or what weapon they picked up and equipped, and so on, so we gain a lot of insight into what people are experiencing, and we learn from that and change the game, the rules, the balancing. It allows us to make the game a lot better by the time it releases because you have thousands of people playing it, and that gives you a lot of statistics to work with.

This also goes back to when we first worked on Divine Divinity and Beyond Divinity – we had a very active forum on Larian. com, and we had a small, vocal fan base. They were constantly giving us feedback and ideas, and when I think back on those days, what we’re now doing in Early Access is similar, only a thousand times bigger. We’re getting a lot of feedback and a lot of ideas now.

One thing that we learned from the statistics is that people are completely uninterested in a lot of buffing and debuffing spells – we have stats where you can see how many people are using what spell and how often they’re using it, and that made us realise every magic spell that we put in an RPG needs to have this ‘oomph’ factor.

You have to want to click it, or you’ll never click it. You cannot sell a bless spell to people. It’s boring. They don’t care – they want to see fireworks, they want to see damage. If you talk to someone about balancing in the Original Sin games, they’ll say the buffing and debuffing is overpowered, but we make it overpowered on purpose because otherwise people are not going to click it.

We make them want to click it. We keep on changing the description and the balance until we see in the statistics that usage of that particular spell is going up. So yeah, we really learn a lot of our own game by
putting it in Early Access
.


Optimistically Apocalyptic