Larian’s Swen Vincke on Divinity: Original Sin and the Future

Larian Studios CEO Swen Vincke has penned a lengthy blog post in which he describes the trials and tribulations immediately before and after the release of Divinity: Original Sin, talks about the game’s reception and sales (over half a million copies by now), and muses on what the future holds for the company. He covers quite a lot of ground, even going as far as giving other developers advice, so forgive me if my excerpt is particularly lengthy:

Divinity:Original Sin did pretty well. At the time of this writing its Metacritic critic rating is at 87%, it’s [sic] user rating at 89% and it’s been at the top of the Steam charts for most of the summer, occupying the nr. 1 spot for around a month.

It has sold well over half a million units by now mostly from Steam, with 10% from retail. )Break even) has been reached, our debts have been paid and we are now in the profitable zone. While not all of the money is for us as we had private investors on board, the game did sufficiently well for us to envision funding our next endeavors with it, meaning we’re pretty happy about its performance.

So much for turn-based fantasy RPGs not selling, crowdfunding not working and a developer like us not being capable of bringing a game to market without the help of seasoned publishers 😉 .

The release of D: OS was one big crunch period with all the good and bad that come with it. If the game ultimately did well, it’s because of the outstanding performance of the team when (the going got tough and the tough got going).

A lot of the crunch was caused by our decision to listen to the feedback we received through our Kickstarter and Steam Early Access communities. While it often was tough to read through all of the criticism, it was clear that integrating the best parts of the feedback would be well worth the effort and improve the game massively. We didn’t hesitate for a minute.

This meant extra delays however, which in turn meant a need for extra budget. Steam Early Access was getting us some money but unfortunately that wasn’t sufficient. We needed to pay back our creditors who were all under the conviction that the game would be out sooner. When, to my surprise, it turned out that they didn’t share our belief that everything was going to be ok and even better if we listened to the feedback, I had to engage in a lot of fun conversations. Between (it’s ready when it’s done) and actually following up on that mantra, there unfortunately lies a big gap that can only be bridged with financial stamina.

Our plan is to continue supporting D: OS for quite some time as this is the RPG framework on which we’ll build our next games. We’re fooling around with controller support to see if a big screen version with cooperative play would work well, something I’m silently hoping for as I think it’ll be a lot of fun, more so perhaps than playing coop in LAN with a friend sitting next to you. We’re also improving the engine itself as well as adding a bunch of extra features that not only make D: OS more fun and more friendly to players, but that will also improve whatever our next offering will be. We’re also adding extra content, like for instance the big companion patch, voiced et al, and I imagine that won’t be the last of what we’ll add.

The foreseeable future for Larian (i.e. the next couple of years) is going to see us making further progress in improving our RPG craft and creating dense game worlds with hopefully new and innovative gameplay systems based on old school values. These last months I’ve been very busy expanding our development force so that we can continue to compete in tomorrow’s market.

As I mentioned in this interview, the current thinking is that we shouldn’t go back to Kickstarter. That’s not because we’re ungrateful of the support we received through our Kickstarter community or because all those rewards caused a bit of extra work, but because I think the crowdfunding pool is limited and it should be fished in by those who really need it. Since we now can, I think we should first invest ourselves and then see if we need extra funds to fuel our ambitions. Only then it makes sense to look at crowd funding. I know several of our backers will be displeased by this, so it could be that we still change our minds, but if that is the case, I do think the the format we’ll use or the way we’ll do it will be different than how we did it for Divinity: Original Sin. (Update: I forgot to mention in the original version of this post that we will be looking at ways of engaging our community sooner in development, but haven’t made any decisions on this)

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