During a two-week span, an enigmatic demonic monolith in the Mojave Desert became the gaming world's biggest mystery. Conjecture kicked into high gear when an industry producer published a picture of the peculiar statue, hinting it was a teaser for an upcoming game reveal. The internet raced to decipher the puzzle. Could it be new content for a major series? The next chapter in a beloved series?
Simultaneously, the developers at Larian Studios found themselves happily tracking every outlandish theory among themselves. They possessed the answer: it was a teaser for their upcoming game. This space was the sole place they could mention it, committed by a solemn oath of secrecy. Their resolve to silence was so absolute that they even were captivated in the growing hype.
"I had a moment where I saw people speculate that it was *Bloodborne 2*," said *Divinity's* lead writer, "And I was like ‘Oh, I wish it is!’ Then it hit me: ‘No, it definitely is not!’"
The mysterious monument made for a great topic of conversation, but it also provoked a critical question: "Do you end up disappointing people if you generate hype?" This query is one Larian Studios must now confront as *Divinity* approaches. Touted as the studio's "largest-scale" game yet, the RPG is going to attract a lot more attention after the phenomenal success of their last project, the celebrated *Baldur's Gate 3*.
Returning to Roots
"I believe the most important factor is that we aim not to disappoint fans," stated Larian founder Swen Vincke, addressing concerns over alienating new fans expecting a direct sequel. "We are confident that the primary reason they played *Baldur's Gate 3* was the gameplay. That's our formula, and it has its origins in the *Divinity* games. This project is essentially going back to the foundation of it."
Larian pulled out the red carpet to enthuse *Baldur's Gate 3* fans excited for *Divinity*. The game's reveal trailer demonstrated stunning animation, centering around a disturbing scene reminiscent of certain cult films. The teaser included graphic imagery, modeled in part on a developer. It was a confident reveal, signaling the studio's confidence in its next project.
However, this return to their own series was not initially the plan. Although the studio planned to return to its original CRPG series in time, they first wanted to following up to *Baldur's Gate 3* with a project more familiar to that universe. *Divinity* has only been production for about a couple of years following a dramatic shift in plans.
"Initially, 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 take our time on *Divinity* later. But we felt that our enthusiasm lay elsewhere. We were essentially done with *Baldur's Gate 3*, so doing another didn't appeal. So we stopped that project. This move accelerated everything for *Divinity*, which meant we had to start from scratch."
Forging a Coherent World
Revisiting *Divinity* since the last main entry posed a daunting challenge. The team learned tremendous experience crafting *Baldur's Gate 3*, which Vincke describes as the *Divinity* series at a more "advanced level." Now, he states that the new *Divinity* will be an still more evolved version of its predecessor. To accomplish that, Larian needed to begin by re-solidifying the world's foundation.
"One of the first things we did was lay the groundwork for a consistent 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. Concurrently, we were creating a new engine, so we adjusted our plans to implement it sooner. The engine shift naturally did not go as seamlessly as anticipated, so we're now concluding a challenging technical overhaul."
Vincke clarified that *Divinity* will be a tactical RPG that can be played alone or in co-op multiplayer. It is also a self-contained title, despite being set after the events of previous games. Longtime fans will encounter some returning characters, but prior knowledge will not be necessary. The stated goal is to create a "consistent world where magical things unfold because of player agency."
The Core Pillar: Player Agency
That final concept is key. When questioned what Larian views as the most important element to perfect in *Divinity*, Vincke offered a one-word answer: agency. Larian's mission is to craft a richer RPG featuring engaging "gameplay mechanics." This commitment to deep simulation was a key ingredient 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 freedom we want to grant you is the boldest part," Vincke detailed. "We are implementing reactions in there that will lead you to exclaim, 'Really? It reacts? But all I did was this simple thing!' We aren't going to tell these possibilities themselves. When I, as a developer realized we could link these elements, it gave me immense satisfaction. It excited my gamer heart, and that is the emotion I want you to feel when the game launches."
In addition to the expanded focus on player agency, the development of *Baldur's Gate 3* has been invaluable to *Divinity*'s evolution. The studio explicitly notes that it gained extensive knowledge in writing and creating cinematics from that project, which will be a key focus of the new game.
Building with Player Feedback
The team also analyzed the challenges 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 beginning, Larian decided to "create our own game systems so we could make it more video game friendly."
"A prime example was reactive mechanics in *Baldur's Gate 3*," Vincke said. "Initially, we were resistant to include them. During early access, the community really, really wanted them. We worried it would slow down the gameplay. Eventually, we added them in and realized, well, it's truly better. They had a point! It was a great moment because it clearly made the game better."
With this in mind, Larian's player base will be crucial to *Divinity*'s final form. Vincke confirmed that the studio will continue incorporating fan feedback