The Developers at Larian Is Well Aware That Their New Game Trailer Was Provocative — And That's Precisely the Goal.

For a fortnight, a puzzling otherworldly monolith in the Mojave Desert became the gaming world's primary puzzle. Speculation kicked into high gear when a prominent figure shared a photograph of the curious statue, hinting it was a teaser for a major game announcement. The internet went into overdrive to crack the puzzle. Might it signal new content for a major series? A long-awaited sequel in an iconic saga?

Meanwhile, the developers at Larian Studios found themselves amusedly tracking every outlandish theory among themselves. They alone knew the answer: it was a teaser for the new *Divinity* title. That forum served as the exclusive place they could discuss it, sworn by a solemn oath of secrecy. Their commitment to silence was so absolute that they even became swept up in the growing hype.

"I remember seeing people guess that it was a sequel to *Bloodborne*," recalled the game's writing director, "And I thought ‘Oh, I wish it is!’ And then I realized: ‘No, it definitely is not!’"

The mysterious monument created a perfect shared mystery, but it also provoked a pressing question: "Do you ultimately let down people if you generate excitement?" This concern is one Larian Studios is about to confront as *Divinity* approaches. Touted as the studio's "largest-scale" game yet, the RPG will have a lot more eyes following the award-winning success of their last project, the critically adored *Baldur's Gate 3*.

Going Back to the Source

"I believe the key point is that we aim not to disappoint fans," commented Larian founder Swen Vincke, when asked about concerns over losing new fans hoping for a direct sequel. "We are confident that the main draw they played *Baldur's Gate 3* was the core mechanics. That is our proven method, and it was originated in our original IP. The new game is essentially heading back to the roots of it."

Larian pulled out the red carpet to enthuse *Baldur's Gate 3* fans excited for *Divinity*. The game's cinematic trailer flaunted stunning animation, featuring a horrific scene reminiscent of folk horror. The teaser featured visceral imagery, created in part on a team member. It was a bold reveal, signaling the studio's faith in its next game.

However, this return to their own series was not initially the plan. Although the studio planned to revisit its flagship CRPG series sooner or later, they originally considered following up to *Baldur's Gate 3* with a project closer in spirit to that universe. The current project has been in production for about two years following a dramatic shift in plans.

"We were developing a new game set in the world of D&D, built on the *Baldur's Gate 3* engine," said Vincke. "Our intention was to work gradually on *Divinity* subsequently. But we realized that our enthusiasm weren't really in it. We had finished our journey with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we halted that project. This move sped up everything for *Divinity*, which left us in a position where we had to start from scratch."

Solidifying the Universe

Revisiting *Divinity* since the last main entry posed a considerable challenge. The team acquired vast experience crafting *Baldur's Gate 3*, which Vincke refers to as the *Divinity* series at a more "refined level." Now, he claims that the new *Divinity* will be an further evolved version of its predecessor. To achieve this, Larian had to begin by overhauling the game's universe.

"Among the first things we did was begin constructing a consistent universe, because the *Divinity* lore was previously somewhat scattered," Vincke said. "It was necessary to re-establish it, a process we mastered during our work with D&D. Concurrently, we were building a new engine, so we adjusted our plans to leverage it sooner. This transition predictably did not go as smoothly as anticipated, so we're now wrapping up a complex transition period."

Vincke confirmed that *Divinity* will be a turn-based RPG that can be played alone or in co-op multiplayer. It is also a self-contained title, even though after the events of previous games. Veteran fans will spot some returning characters, but experience with the older games will not be necessary. The objective is to create a "grounded world where magical things occur because of your actions."

Ambition Rooted in Choice

The idea of player impact is paramount. When questioned what Larian views as the most important thing to nail in *Divinity*, Vincke offered a succinct answer: agency. Larian's vision is to craft a richer RPG packed with engaging "interactive systems." This emphasis on meaningful choice was a defining feature of *Baldur's Gate 3*'s success, and the studio says it is enhancing that design principle to new heights here.

"One of our design pillar is 'forge your own path.' So the agency we want to grant you is the boldest part," Vincke detailed. "There will be reactions in there that will make you say, 'Really? It keeps going? But all I did was this simple thing!' We won't spoil these moments themselves. When I, as a developer discovered we could link these elements, it brought me immense satisfaction. It excited my inner player, and that's the sensation I want you to have when the game comes out."

Beyond the expanded focus on player agency, the development of *Baldur's Gate 3* has been crucial to *Divinity*'s evolution. The studio explicitly points out that it gained significant experience in writing and creating cutscenes from that project, which will be a major element of the new game.

A Collaborative Development Philosophy

The team also analyzed the challenges they faced during the development of *Baldur's Gate 3*. Vincke observes that introducing new players could be tricky in that game due to varied class rules. To make *Divinity* more approachable from the start, Larian aimed to "create our own rulesets so we could make it more video game friendly."

"One clear instance was reactive mechanics in *Baldur's Gate 3*," Vincke said. "At first, we were resistant to include them. Midway through early access, the community strongly requested them. We feared it would hinder the gameplay. So we put them in and discovered, well, it's actually better. They had a point! It was a good moment because it clearly made the game better."

Based on this experience, Larian's player base will be instrumental to *Divinity*'s development. Vincke stated that the studio will keep incorporating fan feedback

Jacqueline Woodward
Jacqueline Woodward

A passionate home cook and food writer from Ontario, sharing her love for Canadian cuisine and family-friendly meals.