RPG Roundtable #7, Part Two

The second portion of RPG Vault's seventh RPG Roundtable is now available, this time featuring commentary from four more developers including Larian Studios' Martijn Holtkamp, Flagship Studios' Travis Baldree, Monte Cristo's Jehanne Rousseau, and Ascaron Entertainment's Hans-Arno Wegner. Some of Martijn's comments:
Quests are the most important ingredients, and the only thing I have time to talk about now. They are mini-adventures that tell the player little parts of the story and breathe life into the world. Designing quests is much more an art than an exact science. My producer is going to skin me alive if he reads this, but I think using quest templates or 'premades' kills creativity, and eventually leads to bad quests. Time is money though, and game development, at least for producers, is one big juggling act... with designer-hide balls, no doubt.

Attention to detail is paramount. The characters involved all need to feel natural. If the player has already killed thousands of baddies, and saved the royal triplets, there's a big chance that the sheep farmer will have heard about his exploits, and will show him some respect.

Isn't it about time to announce the next Divinity?