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Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers!
19,541 backers pledged $944,282 to help bring this project to life.

Beating The System

Surprise! You're dead.

Designers have a tough job. You'd think it's all fun and games for them, but they actually have the toughest job of us all. When coming up with quests, and scripting them, they constantly have to think about the logic, approach it from different angles, and how players could break those quests. When you've got an open world where you're very free to do as you please, which has got teleporter pyramids and systemic behaviour, nothing seems certain.

The following is a re-enactment of something we found out by accident. In hindsight, it was predictable, but surprising nonetheless. It takes longer to explain than to watch it, so enjoy the video :-)

And In Closing

We'll try not to go back to prison. 'Cause I can't go back there man. Not after what they did to Johnny.


    1. Creator Qthemuse on April 5, 2013

      Will the editor have the ability to make custom animation? Such as if I wanted to create a new model in a 3D modeling program give it bones import it and then add custom animation.

    2. Creator Larian Studios LLC on April 5, 2013

      William : there is no respawn.
      Steven : the user interface for the dialogue system is still stub, and most of the words/dialogues as well. We will indeed clearly differentiate between "tell me about..." and stuff like actions, "attack", "give x"...

    3. Creator Aysir on April 5, 2013

      This is looking more and more fun and awesome :)

    4. Creator Tobi (Crusader Kickstarter pls!!) on April 5, 2013


    5. Creator Adamant Consternation on April 5, 2013


      Will dead guards/villagers respawn, at least to some degree, after they've been killed?

    6. Creator gandalf.nho on April 4, 2013

      Nice video. I remember using the soldiers in the first big area in DD to stop a very tough monster who was following me across half the map...

    7. Creator Dmitry Kozlovtsev on April 4, 2013

      Great video, love such features in games

    8. Creator LordCrash - OD | OOoE | WoOS on April 4, 2013

      @ Rafael
      Sorry, mate. But I still think that the game will be puslished for Mac one day. :)

      And thanks @ Larian for showing my wallpaper, I haven't expected something like that. You are some really awesome people. :)

    9. Creator Ghostsuit on April 4, 2013

      I've been bitten by a weresheep it does odd things to the mind. Keep up the good work :D.

    10. Creator Steven Kobele on April 4, 2013

      Ah, very cool. I liked the video.

      I don't know if it matters, but do you think you'd be able to visually differentiate through color or font style the *action* text options and *speaking* text options? Would it matter?

      In such a way that I know I'm going to *speak* about You, and *speak* about the Warehouse, but *act* to leave the conversation/building or punch someone in the face. It might help to know whether I will *speak* to threaten somebody or *act* to attack them. As I said, depending on what you've guys done with the dialog, it might not be even worth considering.

    11. Creator Larian Studios LLC on April 4, 2013

      Emilia : it is not a bug. It is intended behaviour indeed. We didn't "break" the system, we beat it by abusing it against itself ;-) Don't worry, this is all part of the game.

      ExServ & Ghostsuit : that was a weird way of putting it, but thanks ;-)

    12. Creator Ghostsuit on April 4, 2013

      I'm becoming more and more disappointed by this game...or I should say my bank balance is because the more I see of it the more I look to increase my pledge...damn you and your cunning plans. Shame I'll have to wait so long to play it :(.

    13. Creator Emilia Marchetti on April 4, 2013

      I like this 'bug'! I think you should keep this! Cause if you think about it it is very realistic! I mean it's something that could really work in the real world. Distract the guards, loot their stuff. I like games that let you do stuff like that, let's you think outside the box, and that could actually be feasible in reality.

    14. Creator ExServ - WereSheepCat Of Sin on April 4, 2013

      I became a weresheep too, upped my pledge a little bit ! can't wait for news on european shipping.

    15. Creator Dimitris WOOS on April 4, 2013

      Nice! I wonder if luring orcs in town will affect the character's reputation or something.

    16. Creator Rafael Masoni on April 4, 2013

      Another awesome video. My heart stopped for a moment when you lifted the MacBook Pro, I thought it was the game running on OSX :(

    17. Creator Jhonrock on April 4, 2013

      @Larian, hahahahaha... excuse my eagle eyes. :-)
      It's seems like this game will be a tough one like the first Divinity. Man! Even on the easiest setting, i got some good beatings in that game (those damn skeletons from the monastery, i hate them.. hehehehe). But even dying like a bitch, i loved that game, loved everything about it, never could finish it, but loved it anyway. From time to time i try it, but the beatings don't let me finish it... ... hehehe...
      Divinity II was a more acessible game, finished it two times (first time playing the Ego Draconis and second time playing the Dragon Knight Saga, i have both).
      To be honest, i'm a newcomer in the Divinity series. My first contact with it was with the
      Ego Draconis, but it was love at first sight. After playing (and love) it, i bought the Divine Divinity and it's expansion from

    18. Creator Larian Studios LLC on April 4, 2013

      @ Peter : okay, "breaking" is not the word. We intend the player to play around like this. It's a feature. We kind of encourage it ;-)

      What I meant by "breaking" is that the designers have to know that this has to be possible. They have to take all sorts of things into account, and "luring in orcs to kill the friendly soldiers" is one of them.

    19. Creator The Old Farmer on April 4, 2013

      Good to see you taking this in to account as well as letting the player be as innovative as possible. I remember you could really mess with enemies in Divine Divinity too. Lots of fun!
      Keep up the good work.

    20. Creator Peter "araziel" Cruickshanks on April 4, 2013

      I really hope this update doesn't mean you'll attempt to FIX this. Because breaking stuff like this is my single favorite thing about your previous titles :P

    21. Creator Larian Studios LLC on April 4, 2013

      Jonathan: indeed, that is a bug, game is still under heavy development ;-) Well spotted!

    22. Creator Jhonrock on April 4, 2013

      Aren't the characters avatars exchanged in the beginning of the video? The one offering the discount shouldn't be the shopkeeper (the woman)?

    23. Creator Larian Studios LLC on April 4, 2013

      Yes, Scott, it is. Glad you caught it :p


    24. Creator Scott - Ascendant Bard of the Unknown on April 4, 2013

      Surprise! You're dead.

      Is that a reference to a song by Faith No More? You guys rock in so many ways . . . Epic!

    25. Creator Larian Studios LLC on April 4, 2013

      Terry : we take into account that "quest givers" can die. We also don't always have "quest givers" per se. The term "quest" is broader than "someone asking you to do something for him" :)

    26. Creator The Old Farmer on April 4, 2013

      You are so nasty! A question though - how badly can you mess up your game by doing this, leading too tough enemies in to town? I can foresee dead quest givers etc.

    27. Creator Nahilas on April 4, 2013

      This game looks so awesome

    28. Creator Dwelfusius | Were-axlotl of Original Sin on April 4, 2013

      I don't know who is choosing the accompagning videos xD but he/she seems to have a very similar taste xD