As it turned out, the opposite was true-Shadow of War struggled to gain traction and was quickly forgotten. "We thought they would obliterate us," Vincke said.
The sequel brought with it further improvements to combat, story, and customization. The Divinity: Original Sin 2 story document had a problem with too many tooks, Vincke said. It was good enough that I put Divinity: Original Sin at number 20 in our Top 25 RPGs of All Time list. Larian Studios had a cult following before Divinity: Original Sin, but its clever use of environmental combat, customization, and co-op play won it a new group of fans. It was all part of an attempt to build and improve upon the well-received Divinity: Original Sin, which had been released in 2014. But that was only the beginning of a grueling development process for Larian Studios. Eventually, in order to get the project finished, politeness had to go out the window. "We were very polite people, and we answered every one of the comments," Vincke said a tad ruefully. This massive story document was circulated between nine writers and various higher-ups for notes, all of which were subsequently addressed. I found myself flashing back to those days when Larian Studios founder Swen Vincke posted a screencap of a Google Doc containing notes on the story for Divinity: Original Sin 2. Lessons wound up taking forever to finalize, and we quickly moved on to another process. Our process early on was to have someone write a lesson, then have everyone make notes on the document, which would then be addressed by the writer. Is there something you think we should be reporting on? Email another life, I was a curriculum developer in charge of writing English lessons.