Larian Studios' Swen "Lar" Vincke has posted a development update of his company's very promising fantasy RPG Divine Divinity to the official development forum.
It's a very interesting read and covers the game's current status, the delay to Q4/2001, the testing, the making of the intro, the marketing efforts, the demo, an upcoming trailer movie (prolly around ECTS) and a few more issues.
Here's an interesting snip:
By now, you've figured there's some delay on the game. Currently the official figure is that the game will come out in Q4, end of 2001. Internally we figure that we'll have the game ready by november, but as always, things can take more time than expected, or things can go wrong. In any case, I'm really glad that CDV gave us the extra time to complete the game, because we had been considering cutting in the game, and that would've been so sad. As it is, we're still doing some cuts, but I doubt anybody will ever notice it, as the plain truth is that this game is really incredibly big. To give you an example, there's this village called Aleroth where the game starts, and to this day, I'm still figuring out new things to do there. (If there is one thing for sure, then it's that I do know Aleroth ;) ) And Aleroth together with the dungeons under it is maybe only 5% of the world.
The size of the world coupled with the non-linearity, the sheer amount of options a player gets, and the large amount of skills you can learn are the main reasons for the delays. We've got somewhat of an internal testing departement here (the real testing is done over at CDV), and it's really incredible to see the amount of different approaches people take when they play the game. That obviously was always the intention, but actually seeing it happening gives a rather satisfactory feeling. Unfortunately it also causes a lot of extra headaches, because we have to make sure that every approach really works, and that is really no trivial thing to do.
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