![]() ![]() An echo of the nature of playing with someone else, separate but together, they feel like separate beings, despite being able to direct them around the world. But in DOS2, your companions are independent NPCs, so you’ll only hear what they say, not hear their internal dialogue. Their backstory, motivations and aims influence the unique dialogue options you’ll be offered when you play as one of them, and when they’re companions, they can interject in certain conversations to further their own goals, if you let them. Like most RPGs, DOS2 features a set of six what it calls ‘origin characters’ who you can play as and add to your party. “It gives you a very strong sense of freedom, and that freedom is necessary if you want to work with multiplayer without it the multiplayer wouldn’t be fun,” Vincke says.Īnd outside of battling and messing around with DOS2’s mad chemistry set, it’s also the foundation for a set of dramatic wrinkles and features, or what Vincke calls “interesting complications”, which help to bring it to roleplaying life. For one thing, you get all kinds of strategic options, such as positioning your party ahead of a battle. It’s not a new concept, just ask Neverwinter Nights, but DOS2 develops it further. This feature enables connected players to occupy the same world but not be bound to the area encompassed by hosting player’s screen. You can then switch between them at will. You can have one standing on the beach on one side of the world, another in a forest on the other, a character in a dungeon and one in the main town. The key one, though, is the ability to detach members of your four-strong party so you can direct them around the world entirely independently of each other. “It enforces more freedom.”ĭOS2 has many features that simply wouldn’t exist if it didn’t incorporate multiplayer, simply because - in Vincke’s words - they’ve been so challenging to develop. “The singleplayer is much stronger because of the multiplayer,” Swen Vincke, head of developer Larian Studios, tells me. ![]() If you give players room to do what they like together, you can also give lone players the same thing. When you think about it, it makes a lot of sense. Very mild spoilers follow, but nothing actually spoiling, promise. ![]() How does it succeed? Well, through a feature that you’d never think is related. But Divinity: Original Sin 2 goes a step beyond, telling a clear story and allowing - even encouraging - you to do all kinds of dumb things, all without completely breaking. Quite a few RPGs do a good job! Planescape: Torment, for one, presents a fantastically dense and interwoven set of characters and scenarios which you can approach in many different ways. But if players can do anything, how do you tell them a story in the right order and without bits missing? What if they kill some plot-important character or sell the magical thing that does the special thing? It’s the holy grail for RPGs, right, that perfect mix of a strong story and freedom to do what you want. This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. ![]()
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