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GameZone's Michael Lafferty recently sat down with Swen "Lar" Vincke, the project leader of Divine Divinity to talk about his isometric fantasy RPG. Divinity has recently been released in all territories except Asia and has received a lot of praise from the gaming press so far (check our 'Game Info' in this newsbit's header and then scroll down to the 'Reviews' section).
Here's an interesting snip:Q: What was the most difficult part of this game vision to render, and what is your favorite aspect of the game?
Swen: “The complexity was really hard to manage. There's so much you can do in Divinity, and coping with that and the fact that eventually the player still had to be able to finish the game hasn't been a cakewalk.
“While I thought that after three years of development I figured out most of the variations on gameplay, the feedback from the players has shown me to be very wrong. The things they come up with is really amazing, and I think that that is exactly what I prefer the most – the fact that players can experiment so freely in the game world knowing that they'll still be able to progress through the main story.” |
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