Bubbles: The most common complaint we've heard in our community is that the first game was too silly in the writing. Are you doing anything to address that, and to accommodate these players, or are you continuing with the known... setting, basically?
Sarah: The setting remains the same, but we're very aware of this I read it all the time and cry, I read the Codex... going forward, the NPCs and the people that you meet are gonna be light hearted, but we want the main story to be elevated. The main story in D:OS got a bit lost the execution of it was a bit too high fantasy, it was not connecting with people very well. We're very much aware of that, which is why we got an office in Dublin full of very talented writers and screenwriters to help us bring out the kind of emotion and connect the tone of the game to the feeling people have while playing it. Every time Swen is reviewing [our writing], he's saying to himself This is too silly, no, we don't wanna do this, this is too goofy...This is an acceptable goofiness level. For example, in the prototype I wrote this Dwarf who was drunk, and I wrote him hiccuping too much, and Swen said What are you doing? This is not a child's cartoon, we don't have hiccuping Dwarves, this is what everyone's talking about! So I went back to my computer and rewrote it in a more serious way. But we still wanna maintain that Divinity wink [she winks], that Divinity light heartedness. Even if we tried to scrap out the wink [she winks], I don't think we could.