Over two weeks, a puzzling sinister monolith in the Mojave Desert stood as the gaming world's greatest enigma. Theories kicked into high gear when a prominent figure published a photograph of the strange statue, making it clear it was a teaser for a major game announcement. The internet sprang into action to decipher the mystery. 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 happily sharing every far-fetched theory among themselves. They alone knew the answer: it was a teaser for the new *Divinity* title. This space served as the sole place they could discuss it, committed by an unbreakable oath of secrecy. Their commitment to silence was so complete that they even were captivated in the growing hype.
"I remember seeing people guess that it was a sequel to *Bloodborne*," recalled the game's lead writer, "And I was like ‘Oh, I wish it is!’ And then I realized: ‘No, it certainly is not!’"
This marketing stunt created a perfect water cooler moment, but it simultaneously raised a pressing question: "Can you ultimately let down people if you create anticipation?" This concern is one Larian Studios will grapple with as their next RPG continues development. Touted as the studio's "biggest and boldest" title so far, the RPG can expect far more attention in the wake of the massive success of their prior project, the critically adored *Baldur's Gate 3*.
A Homecoming
"I think the key point is that we aim not to disappoint fans," said Larian founder Swen Vincke, when asked about concerns over losing new fans hoping for a direct sequel. "We think that the core appeal they played *Baldur's Gate 3* was the gameplay. That's our formula, and it first took shape in our original IP. *Divinity* is essentially heading back to the origins of it."
Larian unveiled a cinematic spectacle to excite *Baldur's Gate 3* fans curious about *Divinity*. Its announcement trailer flaunted stunning animation, featuring a horrific scene reminiscent of certain cult films. The teaser was packed with visceral imagery, modeled in part on a team member. It was a bold reveal, showing the studio's faith in its next game.
However, a new *Divinity* was not originally the plan. While the studio aimed to revisit its flagship CRPG series in time, they originally wanted to following up to *Baldur's Gate 3* with a project more directly related to that universe. The current project has been in production for about a couple of years following a major pivot.
"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* subsequently. But we realized that our hearts lay elsewhere. We were essentially done with *Baldur's Gate 3*, so doing another wasn't what we wanted. So we stopped that project. Pivoting early accelerated everything for *Divinity*, which meant we had to build from the ground up."
Solidifying the Universe
Returning to *Divinity* since the last main entry posed a daunting challenge. The team gained vast experience crafting *Baldur's Gate 3*, which Vincke refers to as the *Divinity* series at a more "evolved level." Now, he claims that the new *Divinity* will be an further evolved version of *Baldur's Gate 3* itself. To pull that off, Larian had to begin by reworking the world's foundation.
"Among the first things we did was start to build a unified universe, because the *Divinity* lore was previously all over the place," Vincke explained. "We had to resolidify it, a process we mastered during our work with D&D. Simultaneously, we were developing a new engine, so we adjusted our plans to use it earlier. That process predictably did not go as seamlessly as hoped, so we're now wrapping up a complex technical overhaul."
Vincke clarified 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 spot some familiar characters, but prior knowledge will not be required. The objective is to create a "consistent world where extraordinary things unfold because of player agency."
Ambition Rooted in Choice
That final concept is crucial. When asked what Larian views as the most important thing to perfect in *Divinity*, Vincke gave a succinct answer: agency. Larian's goal is to craft a more complex RPG featuring engaging "gameplay mechanics." This focus on player-driven narrative was a cornerstone of *Baldur's Gate 3*'s success, and the studio claims it is pushing that philosophy even further here.
"A central part of our design pillar is 'forge your own path.' So the freedom we want to grant you is the riskiest part," Vincke said. "We are implementing systems in there that will have you wondering, 'Really? It keeps going? But all I did was a minor choice!' We won't spoil these possibilities themselves. When I, as a developer saw we could make these choices, it gave me great joy. It excited my gamer heart, and that is the emotion I want you to feel when the game launches."
Beyond the deepened focus on player agency, the creation of *Baldur's Gate 3* has been invaluable to *Divinity*'s evolution. The studio specifically notes that it gained valuable knowledge in writing and creating cutscenes from that project, which will be a key element of the new game.
A Collaborative Development Philosophy
The team also reflected on the difficulties they faced during the creation of *Baldur's Gate 3*. Vincke notes that introducing new players could be daunting in that game due to complex class rules. To make *Divinity* more accessible from the outset, Larian aimed to "define our own game systems so we could make it more video game friendly."
"One clear instance was reactions in *Baldur's Gate 3*," Vincke said. "At first, we didn't want to include them. Midway through early access, the community insisted on them. We worried it would interrupt the gameplay. So we implemented them in and discovered, well, it's truly better. They had a point! It was a great moment because it significantly made the game better."
Based on this experience, Larian's fans will be instrumental to *Divinity*'s success. Vincke confirmed that the studio will continue incorporating fan feedback