AllRPG has questioned Lar about our upcoming RPG <img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> - Here's a quick taster...

AllRPG: What are some of the areas you are working on Riftrunner that were considered weak in Divine Divinity?

There were some areas that we weren't 100% happy about in Divinity. Now that we have the chance to rectify them is actually pretty cool and goes some way to satisfy our perfectionist attitude. This time around we also have the chance to spend more time on the actual gameplay rather than the zillions of features which were necessary to get the engine running - that makes a big difference.
Divinity 1 did originally have party members in it but we had to drop the feature because we were running behind schedule. Now we've been able to put them back in. Riftrunner will benefit from having a more balanced equipment and trading system. That's one of the first things that was addressed when this project started. We learnt a lot about balancing in Divinity 1. Our in-house systems to do balancing are a lot better now.


Head over here to read the full interview.