{"id":16808,"date":"2018-04-06T23:35:00","date_gmt":"2018-04-06T23:35:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/316258"},"modified":"2018-04-06T23:35:00","modified_gmt":"2018-04-06T23:35:00","slug":"we-had-to-scramble-devs-reflect-on-the-making-of-divinity-original-sin-2","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/04\/06\/we-had-to-scramble-devs-reflect-on-the-making-of-divinity-original-sin-2\/","title":{"rendered":"&#8216;We had to scramble&#8217;: Devs reflect on the making of Divinity: Original Sin 2"},"content":{"rendered":"<blockquote>\n<p><em><strong>&#8220;We rewrote the game all the way up to the week before release, and there were many conversations still being modified. It was worth it&#8230;the downside was that the translation companies and voice recording companies were going bananas.&#8221;<\/strong><\/em><\/p>\n<\/blockquote>\n<p><em>&#8211; Larian Studios founder Sven Vincke, <a href=\"https:\/\/www.pcgamer.com\/the-making-of-divinity-original-sin-2\/\">speaking to PCGamer<\/a> about the development of<\/em> Divinity: Original Sin 2<em>.<\/em><\/p>\n<p>Larian seemed to hit it out of the park last year with the release of\u00a0<em>Divinity: Original Sin 2<\/em>, the\u00a0<a href=\"https:\/\/www.gamasutra.com\/view\/news\/310569\/Divinity_Original_Sin_2_passes_1_million_sold.php\">well-received<\/a>\u00a0sequel\u00a0to its 2014 tactical RPG\u00a0<a href=\"https:\/\/www.gamasutra.com\/view\/news\/220463\/Divinity_Original_Sin_is_the_game_Larian_Studios_waited_15_years_to_make.php\"><em>Divinity: Original Sin<\/em><\/a>.\u00a0<\/p>\n<p>Now, an interesting\u00a0<a href=\"https:\/\/www.pcgamer.com\/the-making-of-divinity-original-sin-2\/\">postmortem feature<\/a> on the game published by PCGamer sheds light on some of the bumps along the way to\u00a0<em>Original Sin 2<\/em>, with devs on the project talking frankly about challenges they faced in overhauling the game&#8217;s combat and dialogue systems &#8212; even as the studio more than tripled in size.<\/p>\n<p>&#8220;<em>Original Sin 2<\/em> was the first time where we had sufficient resources to do everything well, and even then we had to scramble,&#8221; studio founder Sven Vincke told PCGamer. &#8220;We rewrote the game all the way up to the week before release, and there were many conversations still being modified.&#8221;<\/p>\n<p>Vincke and other members of the dev team focus on two major efforts in this postmortem: the prototyping and playtesting of a\u00a0&#8220;spicy&#8221;\u00a0<em>Original Sin 2<\/em>\u00a0combat system, and the attempt to revamp the game&#8217;s writing with both new dev tools and a bunch of new writers, some of whom had never written for games before.<\/p>\n<p>This seems to have paid off, judging by critical acclaim for the game&#8217;s (optional) pre-written\u00a0&#8220;origin&#8221; characters and storylines, but it sounds like the extra effort left some on the team feeling a bit burnt out.<\/p>\n<p>&#8220;The one thing I don&#8217;t want to do again is to write two of them,&#8221; said writing director Jan Van Dosselaer. &#8220;I wrote Red Prince and Sebille, and I love both characters, but especially near the end it got schizophrenic writing the two of them at a very quick pace. I\u2019d prefer to have just one baby to focus on. You have a lot of these conversations where the characters reflect on things, and I brought all of these conversations together and just spent days writing all the observations of all the characters, working like a machine.&#8221;<\/p>\n<p>Notably, these efforts seem to have been aided by an overhaul of the dev team&#8217;s dialog toolset, affording them more room to write and design natural-sounding conversations.<\/p>\n<p>&#8220;One of the major downsides of <em>Original Sin<\/em> was that the tool wasn&#8217;t dialogue-friendly. You could tell it had limits that made it a lot more difficult to mimic actual conversation, which is why you have parts where you just get to ask a question and then read a block of text,&#8221; added Van Dosselaer.\u00a0&#8220;With the new tool we can really recreate proper conversations with banter and a good back and forth. If you look behind the scenes at what dialogue looks like in the editor, then sometimes it&#8217;s huge, with all these branches that you&#8217;ll never see. It creates all these unique experiences. It&#8217;s a lot broader because of that.&#8221;<\/p>\n<p>For more interesting insight into the game&#8217;s development, do check out the <a href=\"https:\/\/www.pcgamer.com\/the-making-of-divinity-original-sin-2\/\">full article over on PCGamer&#8217;s website<\/a>. If you enjoy the bits about how the team dialed in\u00a0<em>Original Sin 2<\/em>&#8216;s combat to be interesting and threatening in equal measure, consider checking out Gamasutra&#8217;s\u00a0recent feature on <a href=\"https:\/\/www.gamasutra.com\/view\/news\/314527\/Designing_drama_into_the_turnbased_combat_of_Divinity_Original_Sin_2.php\">how Larian tuned it for drama<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;We rewrote the game all the way up to the week before release, and there were many conversations still being modified. It was worth it&#8230;the downside was that the translation companies and voice recording companies were going bananas.&#8221; &#8211; Larian Studios founder Sven Vincke, speaking to PCGamer about the development of Divinity: Original Sin 2. 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