Game Design Notes — Divinity: Original Sin 2
Jul 24, 2021
- won’t know the effect of an item until using it once. minor progression but progression after all and adds a little bit of mystery
- environmental interactions create interesting combat. make players really think and strategize how to utilize the interactable in the level.
- varied progression gating mechanisms. content are gated using skill point (Persuasion), team size (lone wolf only), abilities (pet pal), race and so on. I’m sure there is more that I haven't explored.
- separation of magic and physical armor. I’ve actually never seen this done before in other titles, maybe I never noticed. But very interesting