Larian Studios Is Well Aware That Their New Game Trailer Was Provocative — That's Exactly the Intent.

For a fortnight, an enigmatic otherworldly monolith in the Mojave Desert stood as the video game community's primary puzzle. Speculation kicked into high gear when a prominent figure shared an image of the strange statue, implying it was a teaser for an upcoming game announcement. The internet sprang into action to solve the mystery. Might it signal new content for a popular franchise? The next chapter in a beloved series?

At the same time, the developers at Larian Studios found themselves gleefully discussing every outlandish theory in a private channel. They possessed the answer: it was a teaser for their upcoming game. That forum became the only place they could talk about it, sworn by a strict oath of secrecy. Their resolve to silence was so total that they even became swept up in the public excitement.

"I remember seeing people guess that it was a sequel to *Bloodborne*," said the game's writing director, "And I thought ‘Oh, I wish it is!’ Then I remembered: ‘No, it certainly is not!’"

This marketing stunt provided a classic water cooler moment, but it simultaneously raised a important question: "Can you end up disappointing people if you create excitement?" This dilemma is one Larian Studios must now grapple with as their next RPG continues development. Touted as the studio's "most ambitious" title so far, the RPG is going to attract a lot more eyes after the phenomenal success of their last project, the celebrated *Baldur's Gate 3*.

Going Back to the Source

"I think the biggest thing is that we don't want to disappoint fans," commented Larian founder Swen Vincke, when asked about concerns over alienating new fans anticipating a direct sequel. "We think that the main draw they played *Baldur's Gate 3* was the gameplay. That is our proven method, and it first took shape in our original IP. This project is essentially a return to the roots of it."

Larian pulled out all the stops to enthuse *Baldur's Gate 3* fans excited for *Divinity*. Its announcement trailer showcased blockbuster polish, depicting a disturbing scene reminiscent of folk horror. The teaser featured visceral imagery, designed in part on a team member. It was a confident reveal, demonstrating the studio's faith in its next project.

However, this return to their own series was not initially the plan. While the studio intended to return to its original CRPG series in time, they originally wanted to following up to *Baldur's Gate 3* with a project closer in spirit to that world. *Divinity* has been in production for about two years following a dramatic pivot.

"Initially, we were developing a new game set in the world of D&D, built on the *Baldur's Gate 3* engine," noted Vincke. "We planned to take our time on *Divinity* afterward. But we saw that our passion weren't fully committed. We wrapped up our work with *Baldur's Gate 3*, so doing another wasn't what we wanted. So we halted that project. That decision fast-tracked everything for *Divinity*, which meant we had to begin anew."

Solidifying the Universe

Returning to *Divinity* since the last main entry posed a considerable challenge. The team acquired immense 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 further evolved version of its predecessor. To achieve this, Larian had to begin by re-solidifying the setting's lore.

"Among the first things we did was lay the groundwork for a coherent universe, because the *Divinity* lore was previously all over the place," Vincke elaborated. "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 adjusted our plans to leverage it sooner. This transition obviously was not as smoothly as hoped, so we're now nearing the end of a challenging transition period."

Vincke confirmed that *Divinity* will be a turn-based RPG playable alone or in cooperative multiplayer. It is also a self-contained title, despite being set after the events of previous games. Longtime fans will recognize some familiar characters, but experience with the older games will not be essential. The objective is to create a "grounded world where fantastic things happen because of player agency."

Giving Players the Reins

That final concept is crucial. When asked what Larian considers the most important thing to get right in *Divinity*, Vincke gave a single-word answer: agency. Larian's goal is to craft a richer RPG featuring compelling "video game systems." This commitment to 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 'write your own legend.' So the agency we want to grant you is the most ambitious part," Vincke explained. "There will be sequences in there that will have you wondering, 'Really? It continues? But all I did was one small action!' We want players to discover these moments themselves. When I, as a developer discovered we could connect these elements, it gave me immense satisfaction. It thrilled my gamer heart, and that's the emotion I want you to have when the game comes out."

In addition to the expanded focus on player agency, the creation of *Baldur's Gate 3* has been instrumental to *Divinity*'s progress. The studio specifically points out that it learned extensive experience in narrative design and crafting in-game story moments from that project, which will be a central element of the new game.

A Collaborative Development Philosophy

The team also examined the challenges they encountered during the creation of *Baldur's Gate 3*. Vincke points out that introducing new players could be daunting in that game due to complex class rules. To make *Divinity* more approachable from the outset, Larian set out to "establish our own mechanics so we could make it more streamlined for play."

"A prime example was reactive mechanics in *Baldur's Gate 3*," Vincke recalled. "At first, we were resistant to include them. Midway through early access, the community really, really wanted them. We feared it would interrupt the gameplay. So we added them in and realized, well, it's actually better. They had a point! It was a positive moment because it significantly made the game better."

Based on this experience, Larian's player base will be pivotal to *Divinity*'s final form. Vincke stated that the studio will keep taking into account fan feedback

Thomas Henderson
Thomas Henderson

A seasoned casino enthusiast with over a decade of experience in online gaming, specializing in slot machine strategies and industry trends.