For a fortnight, a puzzling demonic monolith located in the Mojave Desert was the video game community's primary puzzle. Speculation reached a fever pitch when an industry producer posted a photograph of the curious statue, implying it was a teaser for a major game announcement. Online communities sprang into action to decipher the puzzle. Could it be new content for a major series? The next chapter in a beloved series?
Meanwhile, the creative minds at Larian Studios found themselves gleefully discussing every far-fetched theory internally. They held the answer: it was a teaser for their next project. Their private discussions was the exclusive place they could discuss it, bound by a strict oath of secrecy. Their resolve to silence was so total that they themselves got caught up in the public excitement.
"I had a moment where seeing people guess that it was *Bloodborne 2*," explained the game's lead writer, "And I thought ‘Oh, I hope it is!’ Then it hit me: ‘No, it certainly is not!’"
The mysterious monument provided a perfect water cooler moment, but it simultaneously sparked a pressing question: "Do you end up disappointing people if you create hype?" This concern is one Larian Studios will confront as *Divinity* approaches. Touted as the studio's "largest-scale" game yet, the RPG can expect significantly increased eyes following the massive success of their last project, the Game of the Year-winning *Baldur's Gate 3*.
A Homecoming
"I believe the most important factor is that we aim not to disappoint fans," commented Larian founder Swen Vincke, when asked about concerns over alienating new fans hoping for a direct sequel. "Our belief is that the main draw they played *Baldur's Gate 3* was the core mechanics. That is our proven method, and it first took shape in the *Divinity* series. The new game is essentially a return to the roots of it."
Larian unveiled all the stops to enthuse *Baldur's Gate 3* fans interested in *Divinity*. Its announcement trailer showcased stunning animation, featuring a nightmarish scene reminiscent of certain cult films. The teaser featured intense imagery, created in part on a writer. It was a bold reveal, demonstrating the studio's faith in its next project.
However, this return to their own series was not originally the plan. While the studio planned to revisit its original 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 been in active development for about two years following a significant change in direction.
"We were working on a new game based in the world of D&D, using the *Baldur's Gate 3* engine," explained Vincke. "Our intention was to work gradually on *Divinity* afterward. But we saw that our passion weren't really in it. We had finished our journey with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we stopped that project. That decision fast-tracked everything for *Divinity*, which meant we had to start from scratch."
Solidifying the Universe
Revisiting *Divinity* since the last main entry was a daunting challenge. The team learned vast experience making *Baldur's Gate 3*, which Vincke calls the *Divinity* series at a more "evolved level." Now, he says that the new *Divinity* will be an further evolved version of that game. To accomplish that, Larian had to begin by re-solidifying the world's foundation.
"Among the first things we did was lay the groundwork for a coherent universe, because the *Divinity* lore was previously somewhat scattered," Vincke said. "It was necessary to resolidify it, a process we learned from our work with D&D. At the same time, we were building a new engine, so we adjusted our plans to implement it earlier. The engine shift naturally was not as seamlessly as hoped, so we're now nearing the end of a complex transition period."
Vincke confirmed that *Divinity* will be a turn-based RPG that can be played alone or in cooperative multiplayer. It is also a standalone title, despite being set after the events of the last major entry. Veteran fans will spot some familiar characters, but prior knowledge is not required. The aim is to create a "grounded world where fantastic things happen because of the choices you make."
Ambition Rooted in Choice
The idea of player impact is crucial. When questioned what Larian believes is the most important aspect to get right in *Divinity*, Vincke offered a one-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 key ingredient of *Baldur's Gate 3*'s success, and the studio claims it is pushing that design principle more aggressively here.
"A central part of our philosophy is 'write your own legend.' So the freedom we want to grant you is the riskiest part," Vincke said. "There will be reactions in there that will make you say, 'Really? It keeps going? But all I did was one small action!' We won't spoil these possibilities themselves. When I, as a developer realized we could connect these elements, it brought me pure delight. It thrilled my gamer heart, and that's the sensation I want players to have when the game releases."
Beyond the deepened focus on player agency, the production of *Baldur's Gate 3* has been crucial to *Divinity*'s design. The studio explicitly points out that it learned significant knowledge in writing and producing cinematics from that project, which will be a key element of the new game.
A Collaborative Development Philosophy
The team also examined the challenges they faced during the making of *Baldur's Gate 3*. Vincke observes that introducing new players could be daunting in that game due to varied class rules. To make *Divinity* more accessible from the beginning, Larian set out to "create our own game systems so we could make it more streamlined for play."
"One clear instance was reactions in *Baldur's Gate 3*," Vincke recalled. "Initially, we were resistant to include them. Midway through early access, the community strongly requested them. We worried it would interrupt the gameplay. Eventually, we implemented them in and realized, well, it's truly better. They had a point! It was a positive moment because it clearly made the game better."
Based on this experience, Larian's community will be instrumental to *Divinity*'s success. Vincke said that the studio will continue taking into account fan feedback