The Developers at Larian Is Well Aware That Divinity Trailer Was Provocative — That's the Point.

Over two weeks, an enigmatic otherworldly monolith in the Mojave Desert stood as the gaming world's biggest mystery. Speculation intensified dramatically when a prominent figure shared a picture of the peculiar statue, implying it was a teaser for an upcoming game unveiling. Online communities raced to decipher the mystery. Might it signal new content for a popular franchise? A long-awaited sequel in a beloved series?

Simultaneously, the creative minds at Larian Studios found themselves gleefully discussing every wild theory in a private channel. They possessed the answer: it was a teaser for the new *Divinity* title. Their private discussions became the only place they could mention it, sworn by an unbreakable oath of secrecy. Their commitment to silence was so absolute that they themselves got caught up in the growing hype.

"I had a moment where I saw people guess that it was *Bloodborne 2*," said *Divinity's* lead writer, "And I was like ‘Oh, I wish it is!’ And then I realized: ‘No, it certainly is not!’"

This marketing stunt provided a perfect topic of conversation, but it simultaneously provoked a important question: "Can you ultimately let down people if you generate anticipation?" This query is one Larian Studios must now confront as *Divinity* draws nearer. Billed as the studio's "biggest and boldest" title so far, the RPG is going to attract significantly increased eyes following the phenomenal success of their previous project, the celebrated *Baldur's Gate 3*.

Returning to Roots

"I believe the key point is that we aim not to disappoint fans," said Larian founder Swen Vincke, when asked about concerns over alienating new fans hoping for a direct sequel. "Our belief is that the core appeal they played *Baldur's Gate 3* was the gameplay. That is our proven method, and it was originated in our original IP. This project is essentially a return to the roots of it."

Larian rolled out a cinematic spectacle to enthuse *Baldur's Gate 3* fans excited for *Divinity*. Its announcement trailer showcased blockbuster polish, featuring a nightmarish scene reminiscent of certain cult films. The teaser featured visceral imagery, created in part on a developer. It was a confident reveal, signaling the studio's confidence in its next game.

However, a new *Divinity* was not initially the plan. Although the studio aimed to revisit its flagship CRPG series in time, they first considered following up to *Baldur's Gate 3* with a project closer in spirit to that setting. The current project has only been production for about two years following a dramatic shift in plans.

"We were developing a new game set in the world of D&D, using the *Baldur's Gate 3* engine," noted Vincke. "We planned to take our time on *Divinity* afterward. But we saw that our enthusiasm lay elsewhere. We had finished our journey with *Baldur's Gate 3*, so doing another wasn't what we wanted. So we pivoted away from that project. Pivoting early fast-tracked everything for *Divinity*, which left us in a position where we had to build from the ground up."

Forging a Coherent World

Revisiting *Divinity* after nearly a decade presented a significant challenge. The team gained immense experience developing *Baldur's Gate 3*, which Vincke calls the *Divinity* series at a more "refined level." Now, he says that the new *Divinity* will be an still more evolved version of *Baldur's Gate 3* itself. To achieve this, Larian had to begin by overhauling the setting's lore.

"One of the first things we did was lay the groundwork for a unified universe, because the *Divinity* lore was in the past not fully unified," Vincke said. "It was necessary to resolidify it, a process we mastered during our work with D&D. At the same time, we were building a new engine, so we modified our plans to leverage it sooner. The engine shift obviously did not go as smoothly as hoped, so we're now nearing the end of a complex technical overhaul."

Vincke stated that *Divinity* will be a turn-based RPG playable solo or in cooperative multiplayer. It is also a self-contained title, even though after the events of previous games. Veteran fans will spot some returning characters, but prior knowledge will not be essential. The objective is to create a "consistent world where fantastic things occur because of your actions."

The Core Pillar: Player Agency

This last point is paramount. When questioned what Larian considers the most important thing to nail in *Divinity*, Vincke offered a single-word answer: agency. Larian's vision is to craft a deeper RPG filled with intricate "video game systems." This focus on deep simulation was a key ingredient of *Baldur's Gate 3*'s success, and the studio claims it is pushing that philosophy to new heights here.

"One of our mantra is 'forge your own path.' So the freedom we want to provide you is the most ambitious part," Vincke explained. "There will be reactions in there that will have you wondering, 'Really? It keeps going? But all I did was one small action!' We won't spoil these moments themselves. When we, during testing discovered we could connect these choices, it gave me immense satisfaction. It excited my gamer heart, and that's the sensation I want you to have when the game launches."

In addition to the deepened focus on player agency, the development of *Baldur's Gate 3* has been invaluable to *Divinity*'s design. The studio specifically notes that it gained extensive experience in writing and crafting cutscenes from that project, which will be a key element of the new game.

Learning from the Community

The team also reflected on the challenges they faced during the development of *Baldur's Gate 3*. Vincke observes that onboarding could be tricky in that game due to varied class rules. To make *Divinity* more approachable from the start, Larian set out to "create our own game systems so we could make it more streamlined for play."

"A prime example was reactive mechanics in *Baldur's Gate 3*," Vincke said. "At first, we were resistant to include them. Midway through early access, the community insisted on them. We worried it would interrupt the gameplay. So we added them in and saw, well, it's truly better. They had a point! It was a positive moment because it significantly made the game better."

With this in mind, Larian's player base will be crucial to *Divinity*'s development. Vincke confirmed that the studio will keep incorporating fan feedback

Peter Allen
Peter Allen

A tech enthusiast and hardware reviewer specializing in storage solutions and system performance optimization.