For a fortnight, an enigmatic sinister monolith in the Mojave Desert was the gaming world's greatest enigma. Conjecture reached a fever pitch when an industry producer posted a photograph of the curious statue, implying it was a teaser for an upcoming game unveiling. Online communities went into overdrive to solve the mystery. Might it signal new content for a major series? The next chapter in an iconic saga?
Meanwhile, the developers at Larian Studios were gleefully discussing every far-fetched theory among themselves. They alone knew the answer: it was a teaser for their next project. This space served as the only place they could discuss it, committed by a strict oath of secrecy. Their dedication to silence was so total that they themselves were captivated in the public excitement.
"I remember seeing people theorize that it was *Bloodborne 2*," explained the game's lead writer, "And I thought ‘Oh, I wish it is!’ Then it hit me: ‘No, it certainly is not!’"
This marketing stunt made for a great shared mystery, but it also provoked a pressing question: "Can you ultimately let down people if you build excitement?" This dilemma is one Larian Studios must now address as *Divinity* draws nearer. Billed as the studio's "biggest and boldest" game yet, the RPG can expect a lot more scrutiny following the award-winning success of their last project, the Game of the Year-winning *Baldur's Gate 3*.
Returning to Roots
"I think the most important factor is that we aim not to disappoint fans," commented Larian founder Swen Vincke, addressing concerns over losing new fans anticipating a direct sequel. "We are confident that the core appeal they played *Baldur's Gate 3* was the interactive experience. That is our special sauce, and it has its origins in our original IP. This project is essentially heading back to the roots of it."
Larian rolled out a cinematic spectacle to enthuse *Baldur's Gate 3* fans excited for *Divinity*. Its cinematic trailer demonstrated high production value, depicting a disturbing scene reminiscent of certain cult films. The teaser was packed with graphic imagery, modeled in part on a developer. It was a confident reveal, showing the studio's belief in its next project.
However, this return to their own series was not initially the plan. Although the studio planned to revisit its flagship CRPG series eventually, they originally envisioned following up to *Baldur's Gate 3* with a project more directly related to that world. The current project has only been production for about two years following a dramatic shift in plans.
"Initially, we were developing a new game based in the world of D&D, using the *Baldur's Gate 3* engine," noted Vincke. "Our intention was to take our time on *Divinity* afterward. But we realized that our passion lay elsewhere. We were essentially done with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we pivoted away from that project. That decision fast-tracked everything for *Divinity*, which meant we had to build from the ground up."
Solidifying the Universe
Returning to *Divinity* after nearly a decade was a daunting challenge. The team acquired tremendous experience crafting *Baldur's Gate 3*, which Vincke refers to as the *Divinity* series at a more "evolved level." Now, he says that the new *Divinity* will be an still more evolved version of *Baldur's Gate 3* itself. To pull that off, Larian needed to begin by re-solidifying the world's foundation.
"Among the first things we did was begin constructing a unified universe, because the *Divinity* lore was previously somewhat scattered," Vincke explained. "We had to resolidify it, a process we learned from our work with D&D. Concurrently, we were building a new engine, so we adjusted our plans to leverage it earlier. The engine shift obviously was not as seamlessly as expected, so we're now wrapping up a complex transition period."
Vincke stated that *Divinity* will be a turn-based RPG playable solo or in cooperative multiplayer. It is also a standalone title, even though after the events of the last major entry. Veteran fans will encounter some familiar characters, but prior knowledge will not be necessary. The aim is to create a "believable world where magical things happen because of the choices you make."
Giving Players the Reins
That final concept is key. When asked what Larian views as the most important element to get right in *Divinity*, Vincke offered a single-word answer: agency. Larian's mission is to craft a richer RPG filled with compelling "video game systems." This emphasis on deep simulation was a defining feature of *Baldur's Gate 3*'s success, and the studio says it is pushing that philosophy more aggressively here.
"One of our mantra is 'write your own legend.' So the control we want to grant you is the most ambitious part," Vincke explained. "There will be reactions in there that will make you say, 'Really? It reacts? But all I did was a minor choice!' We aren't going to tell these moments themselves. When we, during testing realized we could link these systems, it brought me pure delight. It thrilled my inner player, and that is the emotion I want you to have when the game comes out."
In addition to the deepened focus on player agency, the development of *Baldur's Gate 3* has been crucial to *Divinity*'s design. The studio specifically highlights that it gained extensive experience in writing and creating in-game story moments from that project, which will be a major focus of the new game.
Building with Player Feedback
The team also reflected on the difficulties they encountered during the making of *Baldur's Gate 3*. Vincke points out that onboarding could be daunting in that game due to varied class rules. To make *Divinity* more user-friendly from the start, Larian set out to "create our own rulesets so we could make it more streamlined for play."
"A prime example was opportunity attacks in *Baldur's Gate 3*," Vincke said. "At first, we were resistant to include them. During early access, the community really, really wanted them. We feared it would slow down the gameplay. So we added them in and discovered, well, it's actually better. They had a point! It was a good moment because it significantly made the game better."
Given this, Larian's player base will be instrumental to *Divinity*'s final form. Vincke stated that the studio will keep incorporating fan feedback