Divinity: Original Sin Hits GOG.com, Interview

Not only is Larian Studios’ excellent Divinity: Original Sin now available on GOG.com in full DRM-free fashion, but it’s also the subject of a new interview on PC Gamer that features Swen Vincke covering the game’s launch and their plans for its future.

PCG: It’s the only project that Larian has right now, right? You’re not working on anything else.

Vincke: No. This was all-in for us, so we said, “We have one shot at making a good RPG. This is going to be the one, so we’d better not fuck it up.” That was basically the attitude, so it was stressing. But we’re happy now of course.

PCG: What kind of things are you looking at in the big update?

Vincke: We basically have two types of things. We’re doing hotfixes where we see problems that we can fix right away for people, and then the patch will contain some extra content. Balancing fixes. We’ll introduce the AI personalities that was one feature that didn’t make it fully for release. [Right now] you only have no personality or random personality, which is rather clunky to play with, or the loyal personality which basically does everything you do. We will add five or six AI personalities, and they have distinct opinions about things, and so it’s basically your partner. [And] people will be able to create their own personalities.

They make decisions based on certain type of personality, and it makes the game quite different, actually, because then it’s really like playing with a human being, to a certain extent.

PCG: Can you go into a little more detail on the kind of personalities that you’re shipping in the update?

Vincke: We’ll have a knight. That’s what you can imagine. Then we’ll have a rascal, a maniac, a judge somebody who’s very judgmental a priest, and a free-spirit, They basically all have different traits that they prefer.

If you put in, let’s say, a judgmental character, who would for instance refuse to hire a companion, that’s a very big impact on your game right there. If you role-play through that, that really changes your game. It’s something that can happen in multiplayer also, right? It’s basically what we’re trying to do. This gives single-players the feeling of what you get in co-op multiplayer, when you deal with the actions of somebody else.

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