Larian Studios Knows That Their New Game Trailer Was Pushing It — That's the Point.

For a fortnight, a mysterious sinister monolith in the Mojave Desert became the gaming world's biggest mystery. Speculation kicked into high gear when an industry producer published an image of the peculiar statue, making it clear it was a teaser for an upcoming game announcement. Gamers everywhere raced to solve the riddle. Might it signal new content for a popular franchise? The next chapter in an iconic saga?

At the same time, the creative minds at Larian Studios found themselves amusedly sharing every far-fetched theory in a private channel. They alone knew the answer: it was a teaser for their next project. That forum became the only place they could talk about it, sworn by a strict oath of secrecy. Their commitment to silence was so complete that they even got caught up in the growing hype.

"I remember seeing people guess that it was a sequel to *Bloodborne*," explained the game's lead writer, "And I was like ‘Oh, I hope it is!’ And then I realized: ‘No, it definitely is not!’"

The mysterious monument made for a perfect water cooler moment, but it also sparked a pressing question: "Can you end up disappointing people if you build excitement?" This dilemma is one Larian Studios is about to grapple with as their next RPG approaches. Described as the studio's "most ambitious" title so far, the RPG can expect a lot more scrutiny in the wake of the award-winning success of their last project, the critically adored *Baldur's Gate 3*.

Returning to Roots

"I believe the key point is that we aim not to disappoint fans," commented Larian founder Swen Vincke, addressing concerns over losing 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's our special sauce, and it first took shape in our original IP. *Divinity* is essentially heading back to the origins of it."

Larian pulled out the red carpet to excite *Baldur's Gate 3* fans curious about *Divinity*. Its announcement trailer demonstrated blockbuster polish, featuring a disturbing scene reminiscent of folk horror. The teaser was packed with graphic imagery, modeled in part on a developer. It was a assured reveal, signaling the studio's faith in its next game.

However, this return to their own series wasn't always the plan. While the studio planned to return to its original CRPG series sooner or later, they originally considered creating a successor to *Baldur's Gate 3* with a project closer in spirit to that universe. *Divinity* has been in active development for about a couple of years following a dramatic change in direction.

"We were developing a new game set in the world of D&D, built on the *Baldur's Gate 3* engine," noted Vincke. "Our intention was to work gradually on *Divinity* afterward. But we realized that our passion lay elsewhere. We had finished our journey with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we stopped that project. This move accelerated everything for *Divinity*, which left us in a position where we had to begin anew."

Building a New Foundation

Returning to *Divinity* since the last main entry presented a daunting challenge. The team learned tremendous 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 its predecessor. 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 historically all over the place," Vincke explained. "It was necessary to give it a firm base, a process we mastered during our work with D&D. At the same time, we were developing a new engine, so we adapted our plans to use it earlier. The engine shift naturally was not as smoothly as anticipated, so we're now nearing the end of a challenging transition period."

Vincke clarified 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 previous games. Longtime fans will encounter some returning characters, but prior knowledge is not necessary. The stated goal is to create a "believable world where magical things unfold because of player agency."

Ambition Rooted in Choice

The idea of player impact is paramount. When asked what Larian views as the most important aspect to get right in *Divinity*, Vincke offered a succinct answer: agency. Larian's mission is to craft a deeper RPG packed with intricate "gameplay mechanics." This commitment to player-driven narrative was a key ingredient of *Baldur's Gate 3*'s success, and the studio says it is expanding that philosophy to new heights here.

"One of our philosophy is 'forge your own path.' So the control we want to grant you is the boldest part," Vincke detailed. "There will be sequences in there that will have you wondering, 'Really? It reacts? But all I did was one small action!' We won't spoil these connections themselves. When I, as a developer realized we could link these choices, it brought me pure delight. It thrilled my gamer heart, and that's the feeling I want you to feel when the game comes out."

Beyond the enhanced focus on player agency, the production of *Baldur's Gate 3* has been crucial to *Divinity*'s design. The studio specifically points out that it learned significant expertise in narrative design and crafting cinematics from that project, which will be a major focus of the new game.

A Collaborative Development Philosophy

The team also reflected on the challenges they encountered during the creation of *Baldur's Gate 3*. Vincke observes that onboarding could be tricky in that game due to complex class rules. To make *Divinity* more accessible from the start, Larian set out to "define our own rulesets so we could make it more intuitively designed."

"A prime example was reactions in *Baldur's Gate 3*," Vincke said. "Initially, we didn't want to include them. Midway through early access, the community really, really wanted them. We were concerned it would hinder the gameplay. Eventually, we put them in and realized, well, it's actually better. They had a point! It was a great moment because it undeniably made the game better."

Given this, Larian's fans will be crucial to *Divinity*'s success. Vincke confirmed that the studio will keep using fan feedback

Julie Davis
Julie Davis

Liam de Wit is a community enthusiast and writer who loves sharing local stories and hidden gems from the Netherlands.