In the coming year, Larian is going to be honing its art, as well as revisiting ideas that were put aside during the making of Original Sin 2. Some players are used to having games clearly communicate what is expected of them and they typically need some time to adapt.” Paradoxically this freedom is also the game’s biggest enemy. Between the story, freedom, and no clear way to actually mess up – a party member dying is not a failure, killing your quest giver is not a failure – there are themes that resonate with anyone who has imagination. It has the potential to appeal to a lot of different audiences because there are so many different layers and ways to play. In many ways it's a very accessible game, but it's also unapologetically inspired by pen and paper RPGs. There's always a feeling that anything could happen, with so many consequences often impossible to predict, and many ways to solve problems, combat, and puzzles. “We're talking over one million words, and over 100 hours of recorded voice. “There's a lot of content, and very special attention has been paid to freedom and narrative,” he says. Given how open Divinity: Original Sin 2 is, Vincke believes that it appeals to a number of different audiences. But people had fun with it and they talked about it. “Divinity: Original Sin 2 is a CRPG on PC that launched successfully in a launch window that was marked by many high profile releases with vastly higher marketing budgets and represents a genre which many label as too complex for the average player. “Word of mouth is still one of the most important things,” Vincke explains. This was important given the sheer number of games launching on any given day right now. People knew what Divinity: Original Sin 2 was (and what it wasn’t.” “A lot of players were already familiar with what we were trying to do when the game released and that almost guaranteed that the right message about the game was being spread. “We gained a lot of word of mouth from it,” he explains. Gamers get access to a large community that can give them plenty of feedback as well as the financing you need to fund the iterations.”Ĥ2,713 people backed Divinity Original Sin 2 on Kickstarter back in 2015, raising a cool m in the processĪs well as being a useful tool for getting player feedback, Vincke says that Early Access worked wonders as a means of exposure for Divinity: Original Sin 2. Early Access provides a perfect platform for this. To get that right takes a lot of player feedback and iteration. “The promise of Divinity: Original Sin 2 is that players get the freedom to break it, but also the guarantee that even if they break it, they will still be able to continue to play. “We couldn’t have turned it into the game it is without the Early Access, and Kickstarter, community,” Vincke says. Prior to its final release, Divinity: Original Sin 2 had been in Early Access for about a year prior to that, the game had been Kickstarted. To be honest, when I saw what titles were going to release this year, I started to get very nervous.” He continues: “Our expectations were, understandably, that DOS 2 would be better than the first, and to hopefully score better, which would, in turn, promote greater sales. We’re getting closer and closer to one million units in sales and that is a significant number.” “We poured a lot into it so its very rewarding to see the acclaim from fans, critics, our friends and our community. “ better than expected, and I'm an optimist,” Larian Studios CEO Swen Vincke says. Not bad for a genre that was supposed to be rather niche until recently. Now four weeks after launch, the game is closing in on one million units. For context, it took its predecessor two or three months to hit this sales milestone. The title debuted in second place in the Steam Top Ten - which is effectively the new No.1 given Playerunknown’s Battlegrounds dominance of the top spot - and sold half a million units in its first few days on shelves. It’s been just over a month since Larian’s RPG title Divinity: Original Sin 2 finally released out of Early Access, and thus far things seem to be going pretty well for the project.
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