Divinity: Original Sin II - The Making of 'Divinity: Original Sin 2'

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Swen Vincke talked about the making of Divinity: Original Sin 2 at GDC. Video is at the link.

"The same but sexier, deeper and more engaging" Those were the marching orders for 'Divinity: Original Sin 2'. In this talk, Larian Studios founder Swen Vincke takes a look at all the things that were planned to make 'Divinity: Original Sin 2' a better game than 'Divinity: Original Sin 1', and how they turned out. Vincke is a strong believer in the power of iteration, and D:OS 2 is a game where his team applied iteration at every level, with varying levels of success. The team learned a lot about how to design and organize for iteration, and the talk will focus on these lessons. This talk comes with plenty of examples of both success and failure.
More information.
 
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It's an interesting but long video and a summary was posted on the Codex.
Over the course of his hour long talk at GDC, Vincke outlined the challenges that the Divinity: Original Sin 2 development team faced, many of which pertained to the story. Here are some general highlights.

  • Larian Studios was absolutely terrified of Middle-earth: Shadow of War, which was set to be released at roughly the same time as Divinity: Original Sin 2. "We thought they would obliterate us," Vincke said. As it turned out, the opposite was true—Shadow of War struggled to gain traction and was quickly forgotten. But one consequence was that Larian Studios felt pressure to release on time lest it be overwhelmed by other triple-A releases. This meant that the team was still making changes to the script the week of Divinity: Original Sin 2's release.
  • Out of the nine writers that Larian brought on to the project, only a few had experience writing dialogue trees. The rest were classical writers or TV writers. This brought a different flavor to Divinity: Original Sin 2, but it meant that Larian had to spend a lot of time training the writers to the point where they could handle complex dialogue trees. "Scripters would setup a situation, and writers were supposed to expand on that. And then the writers broke all the flags and conditions, and the scripters would complain… There was a bit of stress," Vincke said.
  • Timezones were a huge problem. Larian Studios initially decided to develop every act in parallel, with each studio being responsible for a single act. But a huge bottleneck soon developed as Vincke struggled to review dialogue coming in from Ghent while he was in Quebec. Ultimately, Larian shifted its resources to developing one act at a time, which Vincke says "saved the project."
  • The decision to voice record all of the dialogue was made in early 2017, about nine months from release. Larian Studios contracted out several voice recording studios and setup an automated pipeline to account for the roughly 600,000 lines of dialogue that needed to be recorded. By July, Vincke was making an emergency call to the contractors to tell them that the script had ballooned to more than a million words. Larian hadn't accounted for all the alternative dialogue that still needed to be added to fully flesh out the quests, which resulted in a massively expanded word count.
  • With changes coming in constantly, QA was quickly overwhelmed. "Imagine you're working in QA, and you have a test plan, but your test plan keeps changing because people keep flagging things as ready when it's not ready," Vincke said. Worse, Divinity: Original Sin 2 was incredibly long, with a single run taking up to two weeks to complete. Ultimately, automation saved much of the project, but journal bugs meant that one reviewer gave Divinity: Original Sin 2 a 7 out of 10, dragging it from a 94 on Metacritic to a 93. It was only one point ultimately, but for Vincke, it was a deduction that didn't need to happen.
  • Divinity: Original Sin 2's massive word count caught up with it at launch when Larian failed to finish the Russian localization on time. This resulted in Divinity: Original Sin 2 being review bombed by angry Russians, driving its Steam approval rating down from 96 percent to 70 percent. The team found itself doing damage control on Twitch and elsewhere, finally releasing a beta version of the translation to appease Russian players. "It was our own fault because we changed so many things," Vincke admitted.
Link - https://rpgcodex.net/forums/index.p...f-divinity-original-sin-2-at-gdc-2019.127111/
 
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Just watched it completely (boring workday, I'm all alone, everybody stayed home to enjoy the sun).

Swen has always something interesting to say about the design process of his games. And he genuinely seems to want to learn how to do better. Not that he always comes to the right conclusion, but at least he tries :lol:
 
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