
We have plans for systems that we foresee that we'll have to add due to new classes, new features, things that we haven't talked yet about. This is something we got a quite a bit better for this project I think. So my advice would be to be flexible, design wise, and to plan your design ahead in a way that is kind of modular. But doing that will actually make the game better for a lot more players as it turns out. I think if the studio is doing Early Access, they need to realize that this really means that the players can give you feedback that does not align with your design vision at all. My advice would be to be prepared to throw away your design docs on at least some of the features and to respect the process. Is there One Secret Trick to pulling off Early Access? What's your one big piece of advice on something all studios attempting an Early Access campaign should make sure they're doing when they take on that process? And our kind of worst fears have not shown themselves while our biggest hope, that we will pull off something that feels like D&D, has come together.

It's very cool to see them spend so much time in character creation, which we tried to polish up as much as possible. And it's very interesting to see what players get up to. We're seeing so many people playing, we're seeing a lot of data come in.


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You might have seen tweets by our founder Swen Vincke. Actually, it's been way bigger than we were expecting. So I guess the first question would be congrats on Early Access, and how is that whole thing going now? Three days in, right? The following Q&A has been edited for length and clarity. With the game now a week into its Early Access cycle, Larian Studios lead systems designer Nick Pechenin sat down with Gamasutra to discuss how the early days of that open development process has gone and offer a D&D-driven dive into how something as core to the tabletop experience as rolling a twenty-sided die becomes ever more complicated in the context of a video game's narrative, combat, and more.
