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I’d prefer to have just one baby to focus on. "I wrote Red Prince and Sebille, and I love both characters, but especially near the end it got schizophrenic writing the two of them at a very quick pace. "The one thing I don't want to do again is to write two of them," Van Dosselaer laughs. The writers had to consider the world state, what quests might already be underway, how killing one NPC will affect other quests-all the while trying to make sure that actions would have consequences. You might need to talk to a character because it's integral to the main story but your companion is adamant that they get to kill that person. The origins and quests intersect, not only with the main quest, but the personal quests of your companions, too.
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"When we did our postmortem after releasing Original Sin 2 to learn the lessons about what we did wrong, what we could do better," Vincke says, "one of the scripters asked us to never let origin moments interact with each other ever again.
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If you're only killing enemies and dealing damage without thinking, you’re not engaged. "The term that I use is 'spicy', like a bowl of curry. It also proved to be a huge challenge for the writers. It proved to be Original Sin 2's big hook, and the thing that most clearly set it apart from its progenitor. This means it's possible to experience up to four origins in one playthrough, from different perspectives. The system lets players not only pick a character with a fleshed-out backstory, identity and personal quest, they could choose to bring the other origin characters along as party members.
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So the main thing we wanted to do was work on a better, more epic narrative, give it more gravitas, and invest more time on characters and character development." From that goal, the origin system was born. "One of the main critiques of Original Sin was the story could have been better and could have benefited from more gravitas," Van Dosselaer remembers. For both Vincke and Van Dosselaer, it was imperative that extra attention was given to the narrative and the dialogue, two things they'd already tried to improve in the Enhanced Edition.
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