<img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> as I may boldly conclude from all the interviews, is basically founded on run-time-graphics assembly.
We shall be able to customize our character, which demands a character generator, which logically should be utilized within the game to increase the variance of characters, which would enforce playability.
Secondly, not only the avatar and NPCs shall be under the control of a character generator, but a main feature called the summoning dolls are an obvious confirmation to the design strategy of Larian Studios.
Now couple to that, that the battle field concept is based on a random quest generator and we should have a game that never looks the same any two times you run it.
Of course there shall be the similarity of the elements from which assembly is carried out but life itself is based on similar atoms and it would be silly to complain about that.
We still have the skeleton of a tortured corps lurking in the scenes of RR as we know them in Divinity but that is just one thing that makes you feel you are still in the same world as well as the imp and some more surprises.
With NPC characters and battle fields being mainly randomly generated, only items remain to ponder, and even though they shall be random, I have the intuition that randomness shall be in the quality and specifics rather than the value and level of such items, which obviously must be under game control to satisfy the player by finding valuable items rather than crap and garbage piles.
Therefore the questions about "where", "who" and "with what" are essentially answered but what remains to be seen is the storyline that motivates the player to seek and destroy. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />