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Join Larian and GOG.com in a live video chat!

We're preparing to launch pre-orders on the new, original, and exciting title: Divinity: Dragon Commander from Larian Studios, the creators of Divinity RPG series. It's a real-time strategy game with quite a unique concept, so we thought it would be nice to have a little Q&A with the developer team to shed some more light on their one-of-a-kind idea. After all, you don't see dragons on jetpacks commanding armies of soldiers, beasts, and flying machines into battle in every other game, now do you?

The video chat will start tomorrow, one hour before the planned pre-orders launch--that's Wednesday, April 10, at 2:00PM GMT (16:00 Warsaw time), and there's a bunch of ways you can see us talking to Larian and participate. We know that we said we'd be hosting it on our G+ page, but due for a better stream we've moved it over to Larian's Twitch.tv page at www.twitch.tv/larianstudios. Or you can simply watch it right here on this page--we will embed it below for you. If you miss the show, don't worry--a recording should be available as soon as it ends. Don't miss it, though, because we have a special gift for everyone who watches the show.

If you have any questions for Larian you can submit them in here, in our forums or tweet them at us with the <a href="https://twitter.com/search?q=%23DragonCommander&src=hash">#DragonCommander hashtag. We'll select the most interesting questions and throw it at the devs in our live chat, so they won't be able to dodge them. As usual, we'll award the authors of the best questions with some free game bonus codes.

EDIT: Thank you for attending our live Q&A session! In case you missed it, or simply would like to see it again, here's a recording on YouTube:
Nice, but I miss interviews with the creators of older games. :/
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GOG.com: Join Larian and GOG.com in a live video chat!

We're preparing to launch pre-orders on the new, original, and exciting title: Divinity: Dragon Commander from Larian Studios, the creators of Divinity RPG series. It's a real-time strategy game with quite a unique concept, so we thought it would be nice to have a little Q&A with the developer team to shed some more light on their one-of-a-kind idea. After all, you don't see dragons on jetpacks commanding armies of soldiers, beasts, and flying machines into battle in every other game, now do you?

The video chat will start tomorrow (or today, depending on where you are ;), one hour before the planned pre-orders launch--that's Wednesday, April 10, at 2:00PM GMT (16:00 Warsaw time), and there's a bunch of ways you can see us talking to Larian and participate. We know that we said we'd be hosting it on our G+ page, but due for a better stream we've moved it over to Larian's Twitch.tv page at www.twitch.tv/larianstudios. Or you can simply watch it right here on this page--we will embed it above for you. If you miss the show, don't worry--a recording should be available as soon as it ends. Don't miss it, though, because we have a special gift for everyone who watches the show.

If you have any questions for Larian you can submit them in here, in our forums or tweet them at us with the #DragonCommander hashtag. We'll select the most interesting questions and throw it at the devs in our live chat, so they won't be able to dodge them. As usual, we'll award the authors of the best questions with some free game bonus codes.

The Divinity universe is about to get a lot more complex, exciting, and filled with epic battles. So, any questions?
Too cool!

Larian + DRM-free = INSTABUY!
Question: Are you guys planning to release a downloadable print and play version of the boardgame as an extra with Dragon Commander?

Question 2: Have you tried looking at Fantasy Flight Games to help publish your boardgame? They have a good track record with high quality components.

Reference Joystiq
Post edited April 09, 2013 by tremere110
Looking forward to this. Thanks.
Just incase it matters, I'll repost what I wrote in my comment on the Facebook post:
Some of my biggest disappointments in Divinity 2 (which I haven't finished yet) had to do with the story and dialog. Most particularly there was absolutely no exploration of the identity crisis of the main character when she (I play a female character named Erika) was turned into a Dragon Knight, no exploration of the legal and moral dilemma the order of the Dragon Slayers was faced with having one of its loyal members unwittingly and unwillingly turned into a Dragon Knight, and selecting who will live and who will die on Sentinel Island was a very powerful experience that should have been given proper attention and really built up to something big. Other than that there was the bad dialog, merely OK voice acting, the mute main character, and generally a a good story that was badly executed. I also felt there there was a little too much grinding and that travel took a little too long, especially before I could turn into a dragon. I spent most of my time traveling and fighting the same type and level of enemy I've already beat before. There should also be an easy way to see which areas I've already explored and if there is something left for me there or something new that became available. The controls could also use more work. Since you took the approach making an action-RPG you should make the controls fully the controls of an action game and make it feel smooth. It would feel a lot better while hardly detracting from the RPG aspect. After, it's already pretty close. Firebreathing, the basic move of the dragon, isn't useful enough. Aiming is too difficult and the range is too short, so I'm usually forced to rely on other moves. I also hate how I can't reassign my stat points. Please also properly support mouse wheel input and if possible game controllers. There are some sections og the game where you have NPC helping you fight. I see no reason why there can't be more of this, and perhaps there's an option for branching storylines based on character deaths, or for co-op multiplayer, although it may be too expensive to implement. Please make a new RPG in the Divinity series that addresses these issues as well as all the others I've overlooked.

IMO the RPG genre suffers from over complexity. Particularly, it's hard to figure out which weapons, equipment, and armor to use. This might be addressed by having descriptions that actually help me determine if the item is suited to my combat style or is useful against my enemy. I should also be able to look up my enemy's stats and equipment so that I can better judge which items and strategies to use. Weapons and armor could also benefit from a system of levels, so once I figure out which is the best for me I know to gust upgrade it to the next level or buy a new one that is exactly the same and has the same name too, but of the next level. In the realm of stats and skills, it would make sense to me to make them more complex by then make them transparent by using a system of exercise, so the more you use a stat or skill the better you get at it, and you have individual skill levels for each weapon and weapon class. Your character can learn new skills by either inventing them, in which case it suddenly has a new skill selected automatically based on current skills and stats, or learns it from another character or a book, or sees the move many times and has all the prerequisites for being able to perform it. The ability with a certain skill should also depend on basic stats, so if we're talking about archery range and damage would depend on strength, the rate of fire would depend on speed, and accuracy would depend on dexterity. This is all about RPGs in general but perhaps some of the ideas in this second paragraph will be useful to someone.

Back to the problems with Divinity 2, the save system is atrocious. At least make it so that a new save is created automatically at every significant moment, such as every load-screen and every room I enter, and every time a new hoard of monsters is about to be summoned. Maybe even at every dialog that is related to a quest and every time I acquire a quest item. This isn't the same as autosave, but is the same as saving manually, only it should be done automatically. My ideal save system is probably unrealistic, but I'll mention it as well: Save system should resemble a timeline with branching. Every decision point should be represented as a point in the timeline and all sutosaves from the last decision point to the end should also be kept. I can go back to any previous point in the timeline and play from there, which would cause the timeline to split and add a new branch. Autosaves should be taken whenever there is a loading screen and at every decision point. Within each dungeon there should be checkpoints where you automatically return to if you die, allowing you to quickly try again without having to rely on saves.
Post edited April 10, 2013 by Lestibournes
This is great, but as was said previously, it would've great if you could find and interview more and more people involved with the older games on GOG
I hope that they will also speak about Divinity: Original Sin kickstarter.
I'm currently playing Divinity 2, and I get the general impression with the quest and event design that many (such as the morals cave or choosing the servants and sacrifices for the battle spire) were intended to illustrate and satirize the way many modern wrpgs treat morality systems and choice and consequences. How they create artificial binaries, and encourage players to metagame make godlike decisions over who lives and dies based on what benefits them the most gameplay wise.

Will there be any similar humor in Dragon Commander that pokes at RTS and strategy game conventions?
I'd like to know which games inspired them to do Dragon Commander, and particularly if they've played Sacrifice, the best RTS/RPG hybrid in the world.
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mrcrispy83: I'm currently playing Divinity 2, and I get the general impression with the quest and event design that many (such as the morals cave or choosing the servants and sacrifices for the battle spire) were intended to illustrate and satirize the way many modern wrpgs treat morality systems and choice and consequences. How they create artificial binaries, and encourage players to metagame make godlike decisions over who lives and dies based on what benefits them the most gameplay wise.

Will there be any similar humor in Dragon Commander that pokes at RTS and strategy game conventions?
It seems authentic to me, not satirical. I just felt like the story wasn't done properly and the dialog was bad. If they were aiming at satire then the result should feel like something that was done earnestly but ended up being of bad quality. Overall it's a nice game, but there are a lot of quality issues.
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GOG.com: After all, you don't see dragons on jetpacks commanding armies of soldiers, beasts, and flying machines into battle in every other game, now do you?
Question: What does a dragon need a jetpack for?
Perhabs they mention also "Divinity: Original Sin"? Hope this comes also here to GOG.
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GOG.com: After all, you don't see dragons on jetpacks commanding armies of soldiers, beasts, and flying machines into battle in every other game, now do you?
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Wishbone: Question: What does a dragon need a jetpack for?
Because it's a freaking jetpack. Why wouldn't a dragon want one?
Sure, he may not need one, but that's irrelevant.
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Wishbone: Question: What does a dragon need a jetpack for?
What does a human need a bike for? :)
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throgh: Perhabs they mention also "Divinity: Original Sin"? Hope this comes also here to GOG.
It will be on GOG.

Announcements, Single Player and Dropping In, Talents and Traits

"Yes, we have officially partnered up with GOG.com to deliver Divinity Original Sin and Divinity Dragon Commander"
Post edited April 10, 2013 by MihaiHornet
Interesting. I wasn't even aware of this one coming. Looking more forward to Original Sin though.

Question: The dragon form is apparently quite damaging and dangerous. How do you balance this so that the game is simply not flying around as a dragon and destroying everything? Can you die and lose the scenario as a dragon for example?