So I think it went well. He didn't run out screaming out of the office yelling "madmen, I'm surrounded by madmen !!!!", and actually asked quite some intelligent questions - I guess we got lucky
There was some surprise, he was not expecting something that deviated, at least at first sight, so much from what we usually do, but when he got the complete picture, I think he liked it. We'll only know when the article runs of course, but I think we should be ok.
It was in any case an excellent trial run for GC, as we could see what parts of our presentation communicated the ideas clearly, and what parts didn't work at all, the latter evidenced by the fact that those were the parts he had the most questions about, just trying to exactly understand how it works. Those were of course the parts we already take for granted given our previous work, but clearly, we need to make sure that when we announce the game, we don't forget to mention them.
Reading the above paragraph again I realize that it must read like complete nonsense given that you have no idea what I'm talking about. I'd really like to tell you what the game is, as well as what project E is, but I need to give the scoop to the press so that hopefully they'll be willing to write about us. They should btw. It's a cool game.
At least I can tell you what it's not, at the risk of ruining some expectations. In case I hadn't mentioned it before, Project D is not Divinity 3 - I've been reading some posts from people who think it is, but it's not. it's even a different style of game, though for sure you'll recognize many things that we put in our previous games.
It's not some casual game either, on the contrary, some would say it's pretty hard-core. It features several things I've always wanted to do, and I'm glad that given our past success (yes, there are a quite a lot of Divinities out there) we now finally have the chance to do them, because it's not something I could ever have convinced a publisher of funding.
Heck, probably the best thing about it, from a geeky developer point of view, was that our journalist couldn't figure out what genre it was
The origin of Project D is a simple mechanic, stumbled upon almost by accident, but one that works so well and has so much depth that it deserved a full-blown game to be built around it. It could become our biggest success ever or our biggest failure, but each day I'm getting more convinced that if we don't ruin it, I'll have tremendous fun with this one once it's done. Time will tell and am extremely curious as to what the reactions here will be. If you'll all hate it, at least I know most of you'll still like E