The Developers at Larian Understands That Divinity Trailer Was Provocative — That's the Point.
Over two weeks, a puzzling demonic monolith sitting within the Mojave Desert stood as the video game community's primary puzzle. Theories kicked into high gear when an industry producer published a photograph of the peculiar statue, hinting it was a teaser for an upcoming game unveiling. The internet sprang into action to decipher the puzzle. Was it new content for a popular franchise? The next chapter in a beloved series?
Simultaneously, the creative minds at Larian Studios found themselves gleefully tracking every far-fetched theory among themselves. They alone knew the answer: it was a teaser for the new *Divinity* title. Their private discussions served as the exclusive place they could discuss it, sworn by a solemn oath of secrecy. Their commitment to silence was so total that they even became swept up in the public excitement.
"I had a moment where seeing people speculate that it was *Bloodborne 2*," said the game's lead writer, "And I thought ‘Oh, I hope it is!’ And then I realized: ‘No, it certainly is not!’"
This marketing stunt made for a perfect topic of conversation, but it also raised a pressing question: "Do you end up disappointing people if you create hype?" This concern is one Larian Studios must now confront as their next RPG draws nearer. Touted as the studio's "most ambitious" game yet, the RPG will have significantly increased eyes after the phenomenal success of their prior project, the celebrated *Baldur's Gate 3*.
A Homecoming
"I think the key point is that we don't want to disappoint fans," said Larian founder Swen Vincke, when asked about concerns over losing new fans expecting a direct sequel. "Our belief is that the primary reason they played *Baldur's Gate 3* was the core mechanics. That's our special sauce, and it has its origins in the *Divinity* games. This project is essentially going back to the foundation of it."
Larian unveiled all the stops to excite *Baldur's Gate 3* fans interested in *Divinity*. Its announcement trailer demonstrated high production value, featuring a disturbing scene reminiscent of certain cult films. The teaser was packed with graphic imagery, designed in part on a team member. It was a assured reveal, signaling the studio's belief in its next game.
However, this return to their own series was not initially the plan. While the studio aimed to return to its flagship CRPG series in time, they originally considered following up to *Baldur's Gate 3* with a project more familiar to that world. The current project has only been production for about two years following a dramatic 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 felt that our enthusiasm weren't fully committed. We wrapped up our work with *Baldur's Gate 3*, so doing another didn't appeal. So we halted that project. Pivoting early sped up everything for *Divinity*, which meant we had to begin anew."
Building a New Foundation
Revisiting *Divinity* since the last main entry was a significant challenge. The team acquired vast experience making *Baldur's Gate 3*, which Vincke describes as the *Divinity* series at a more "advanced level." Now, he claims that the new *Divinity* will be an even more evolved version of that game. To achieve this, Larian had to begin by re-solidifying the game's universe.
"One of the first things we did was begin constructing a coherent universe, because the *Divinity* lore was previously not fully unified," Vincke said. "It was necessary to re-establish it, a process we learned from our work with D&D. Simultaneously, we were building a new engine, so we adapted our plans to implement it sooner. That process naturally did not go as smoothly as anticipated, so we're now concluding a challenging technical overhaul."
Vincke confirmed that *Divinity* will be a tactical RPG that can be played alone or in cooperative multiplayer. It is also a self-contained title, even though after the events of the last major entry. Veteran fans will encounter some familiar characters, but prior knowledge will not be required. The stated goal is to create a "believable world where magical things unfold because of the choices you make."
Giving Players the Reins
The idea of player impact is crucial. When asked what Larian views as the most important aspect to perfect in *Divinity*, Vincke offered a succinct answer: agency. Larian's vision is to craft a richer RPG filled with engaging "video game systems." This focus on meaningful choice was a defining feature of *Baldur's Gate 3*'s success, and the studio states it is enhancing that design principle to new heights here.
"One of our mantra is 'forge your own path.' So the agency we want to grant you is the riskiest part," Vincke detailed. "We are implementing sequences in there that will lead you to exclaim, 'Really? It continues? But all I did was one small action!' We won't spoil these connections themselves. When we, during testing discovered we could link these choices, it gave me pure delight. It excited my gamer heart, and that is the sensation I want players to experience when the game launches."
In addition to the expanded focus on player agency, the development of *Baldur's Gate 3* has been instrumental to *Divinity*'s design. The studio specifically points out that it gained significant knowledge in narrative design 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 reflected on the challenges they faced during the creation of *Baldur's Gate 3*. Vincke points out that onboarding could be daunting in that game due to complex class rules. To make *Divinity* more accessible from the start, Larian aimed to "establish our own game systems so we could make it more video game friendly."
"One clear instance was reactions in *Baldur's Gate 3*," Vincke recalled. "At first, we were resistant to include them. During early access, the community strongly requested them. We were concerned it would interrupt the gameplay. Eventually, we put them in and saw, well, it's actually better. They had a point! It was a great moment because it clearly made the game better."
Given this, Larian's fans will be crucial to *Divinity*'s success. Vincke said that the studio will keep incorporating fan feedback