The Developers at Larian Understands That Divinity Trailer Was Edgy — That's Exactly the Intent.

During a two-week span, an enigmatic demonic monolith in the Mojave Desert was the video game community's primary puzzle. Theories intensified dramatically when a prominent figure shared an image of the peculiar statue, implying it was a teaser for an upcoming game announcement. The internet went into overdrive to decipher the mystery. Might it signal new content for a major series? A long-awaited sequel in an iconic saga?

Meanwhile, the creative minds at Larian Studios found themselves happily tracking every wild theory internally. They held the answer: it was a teaser for their next project. Their private discussions became the exclusive place they could discuss it, sworn by a solemn oath of secrecy. Their dedication to silence was so total that they themselves became swept up in the public excitement.

"I had a moment where seeing people theorize that it was *Bloodborne 2*," explained *Divinity's* writing director, "And I thought ‘Oh, I hope it is!’ And then I realized: ‘No, it definitely is not!’"

The mysterious monument created a perfect water cooler moment, but it simultaneously sparked a important question: "Do you ultimately let down people if you build anticipation?" This query is one Larian Studios is about to confront as *Divinity* draws nearer. Described as the studio's "largest-scale" title so far, the RPG can expect a lot more eyes after the massive success of their last project, the critically adored *Baldur's Gate 3*.

Going Back to the Source

"I think the most important factor is that we aim not to disappoint fans," said Larian founder Swen Vincke, addressing concerns over losing new fans hoping for a direct sequel. "We are confident that the primary reason they played *Baldur's Gate 3* was the gameplay. That is our proven method, and it first took shape in the *Divinity* series. *Divinity* is essentially heading back to the foundation of it."

Larian unveiled the red carpet to get *Baldur's Gate 3* fans excited for *Divinity*. Its announcement trailer demonstrated blockbuster polish, featuring a disturbing scene reminiscent of certain cult films. The teaser featured graphic imagery, modeled in part on a team member. It was a bold reveal, showing the studio's confidence in its next project.

However, this return to their own series wasn't always the plan. Although the studio planned to revisit its flagship CRPG series eventually, they originally envisioned creating a successor to *Baldur's Gate 3* with a project closer in spirit to that world. *Divinity* has only been production for about a couple of years following a major change in direction.

"Initially, we were working on a new game set in the world of D&D, using the *Baldur's Gate 3* engine," said Vincke. "Our intention was to take our time on *Divinity* subsequently. But we realized that our enthusiasm lay elsewhere. We had finished our journey with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we pivoted away from that project. That decision sped up everything for *Divinity*, which left us in a position where we had to build from the ground up."

Forging a Coherent World

Revisiting *Divinity* since the last main entry presented a considerable challenge. The team gained immense experience making *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 further evolved version of its predecessor. To achieve this, Larian needed to begin by reworking the game's universe.

"One of the first things we did was lay the groundwork for a coherent universe, because the *Divinity* lore was in the past all over the place," Vincke explained. "We had to re-establish it, a process we mastered during our work with D&D. At the same time, we were creating a new engine, so we adapted our plans to use it sooner. That process obviously did not go as smoothly as anticipated, so we're now concluding a complex technical overhaul."

Vincke stated that *Divinity* will be a tactical RPG playable solo or in co-op multiplayer. It is also a self-contained title, despite being set after the events of the last major entry. Veteran fans will spot some returning characters, but experience with the older games is not essential. The aim is to create a "believable world where magical things unfold because of the choices you make."

The Core Pillar: Player Agency

This last point is key. When questioned what Larian believes is the most important aspect to nail in *Divinity*, Vincke gave a one-word answer: agency. Larian's vision is to craft a richer RPG filled with intricate "gameplay mechanics." This commitment to meaningful choice was a cornerstone of *Baldur's Gate 3*'s success, and the studio claims it is expanding that philosophy to new heights here.

"One of our design pillar is 'write your own legend.' So the control we want to grant you is the boldest 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 want players to discover these connections themselves. When we, during testing discovered we could link these elements, it brought me great joy. It excited my inner player, and that's the sensation I want players to experience when the game releases."

In addition to the deepened focus on player agency, the development of *Baldur's Gate 3* has been instrumental to *Divinity*'s progress. The studio specifically notes that it gained extensive knowledge in writing and creating in-game story moments from that project, which will be a major element of the new game.

Learning from the Community

The team also examined the struggles they encountered during the creation of *Baldur's Gate 3*. Vincke notes that introducing new players could be tricky in that game due to diverse class rules. To make *Divinity* more accessible from the outset, Larian decided to "establish our own mechanics so we could make it more streamlined for play."

"One clear instance was opportunity attacks in *Baldur's Gate 3*," Vincke recalled. "Initially, we were resistant to include them. Midway through early access, the community insisted on them. We were concerned it would slow down the gameplay. So we implemented them in and saw, well, it's actually better. They had a point! It was a great moment because it significantly made the game better."

With this in mind, Larian's fans will be crucial to *Divinity*'s final form. Vincke said that the studio will keep using fan feedback

Robert Fisher
Robert Fisher

Elara is an environmental writer and avid traveler passionate about sustainable living and wildlife conservation.