[In which I discuss the development dangers of cities in RPGS and reflect on Gamescom 2012]
I started writing this entry as I was booting up for the last day of Gamescom 2012. This edition is one I’ll remember for the thievery going on at our booth and the quality time I spent in a hospital where I learnt that that bacteria don’t care about you being on a deadline (that’s what resulted in the impressively bandaged finger in the pictures of me @ Gamescom)
For the rest, I had a big a deja vu feeling.
If somebody would’ve told me that I was at E3 instead of Gamescom, I would’ve believed them. In one sentence, my life at this show boiled down to spending almost all of my time at the Larian booth, not seeing anything from the show, drinking too much in the evenings and sleeping so little I felt as if my IQ dropped below zero.
I’m not going to complain though, because we won best RPG of the show with Divinity: Original Sin on JeuxVideo.com and were nominated best strategy game with Divinity Dragon Commander by Destructoid. For a small studio like us, that’s tangible success. That said, I don’t want to talk about trade show life again because I’ve done that already here and instead wanted to share some afterthoughts on a conversation I had at the show with a fellow RPG developer regarding making Skyrim like RPGs.