Swen Vincke on Divinity: Original Sin II Early Access Development

The folks at PC Gamer have talked with the CEO of Larian Studios, Swen Vincke, about Divinity: Original Sin II. Rather than focusing on any particular aspect of the game, the interview delves into the Early Access development of the title. Firstly, Vincke explains the process the company is using to balance the title based on player feedback. Secondly, he also talks about the content that's not in yet but that we can expect to see in later Early Access builds, before the official release.

A couple of snippets I found interesting:

Are you going to be adding whole acts eventually over time until you hit the final game, or is Divinity: Original Sin 2 in Early Access a testbed, and you’ll drop the full game when it’s done?

Vincke: We’re going to be adding in features for sure. Extra skill trees are going to be added in. The super-secret Game Master mode is going to hit in Early Access also. That’s a very new thing, so we need to do a lot of testing with it. We’re really trying things there. But content-wise, we’re going to keep it on act one. I’m pretty sure we’ll add some things on top of act one. There’s this tutorial opening section that’s missing right now, just before you arrive on the island. We don’t want to spoil it too much for people that are participating in Early Access, so we want to give them sufficient content—the large majority of content, actually—on release.

We have people that are going to be participating in closed betas also for the latter parts, so what you’re going to be seeing is Game Master mode, new skill trees, lots of extra permutations on systems, probably some surprises that I don’t even know myself yet. New things that we’re trying in the arena mode also, because that seems to be picking up quite well. We’ll see what we do with that. That will probably take us close to release.

What you’re going to be seeing in the foreseeable future is permutations on the character system we have. We’re not afraid—we did that in Original Sin 1 also, by putting system A in one week and system B in the next week, and see what works best for players—that’s how we’ll try to converge to a better system than what we’ve concocted while we were working in isolation. This is the cool part about Early Access, you can do these kinds of things. It takes some effort, but it’s rewarding for the players that are not participating in Early Access, or just try it out a little bit and will be playing it later, they’ll get a lot of benefit from this phase of experimentation.

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What’s surprised you, so far? Anything specific you can call to?

Vincke:
There were some people that didn’t like the physical and magic armor, and that surprised me. I thought it was a major improvement to the game. But they had a particular tactic that they had in the previous game they can’t anymore, now. What also surprised me, I thought what we did with the skill abilities made a lot of sense, and that the previous system was very confusing, but a lot of people apparently were very attached to the previous system. I thought that was going to be universally liked, but apparently it’s not the case. Goes to show.

There’s a lot of VO work being evaluated right now. The success in Early Access, together with the almost universal demand for VO, is definitely making us look at VO in a more extensive way than we originally planned. We always planned to have some of it, but I guess we spoiled them with Enhanced Edition, and didn’t realize that spoiling them with Enhanced, now we’re bound to do the same stunt with Original Sin 2. We’re looking at it. We didn’t plan on it, but it’s a complicated option.

Here’s another bit of surprising feedback, by the way. The third-person [view] that we’re using in the dialogues, it fits well with roleplaying and the origin system we’re doing. We’re getting resistance to that from certain corners. I’m interested to see if that is universal resistance or just a couple people who don’t like it. When we were running tests and playing it, some people thought it was strange but after five minutes decided they liked it more because there’s more expressivity, more stuff you can do in the dialogues. Now when you start talking about voiceovers, life gets really interesting with a system like that. So we’ll have to see.