The Developers at Larian Is Well Aware That Divinity Trailer Was Provocative — And That's Exactly the Intent.
Over two weeks, a mysterious demonic monolith in the Mojave Desert stood as the gaming world's primary puzzle. Conjecture reached a fever pitch when a prominent figure published a picture of the strange statue, implying it was a teaser for a major game reveal. Online communities sprang into action to solve the riddle. Could it be new content for a major series? A long-awaited sequel in an iconic saga?
At the same time, the developers at Larian Studios were happily sharing every wild theory among themselves. They held the answer: it was a teaser for their upcoming game. This space became the sole place they could discuss it, sworn by a strict oath of secrecy. Their resolve to silence was so total that they themselves were captivated in the growing hype.
"I had a moment where I saw people speculate that it was *Bloodborne 2*," explained the game's lead writer, "And I was like ‘Oh, I wish it is!’ Then I remembered: ‘No, it certainly is not!’"
This marketing stunt made for a great topic of conversation, but it simultaneously sparked a important question: "Is it possible to end up disappointing people if you build anticipation?" This concern is one Larian Studios will confront as *Divinity* continues development. Described as the studio's "biggest and boldest" game yet, the RPG is going to attract a lot more scrutiny following the phenomenal success of their previous project, the celebrated *Baldur's Gate 3*.
Going Back to the Source
"I think the key point is that we don't want to disappoint fans," said Larian founder Swen Vincke, when asked about concerns over losing new fans expecting a direct sequel. "Our belief is that the core appeal they played *Baldur's Gate 3* was the core mechanics. That is our proven method, and it has its origins in the *Divinity* games. The new game is essentially a return to the foundation of it."
Larian pulled out a cinematic spectacle to enthuse *Baldur's Gate 3* fans interested in *Divinity*. Its cinematic trailer showcased stunning animation, centering around a disturbing scene reminiscent of certain cult films. The teaser included graphic imagery, modeled in part on a writer. It was a bold reveal, signaling the studio's confidence in its next venture.
However, this return to their own series was not originally the plan. Although the studio intended to revisit its flagship CRPG series in time, they originally considered following up to *Baldur's Gate 3* with a project more familiar to that setting. *Divinity* has only been production for about a couple of years following a significant pivot.
"Initially, we were developing a new game set in the world of D&D, using the *Baldur's Gate 3* engine," said Vincke. "Our intention was to work gradually on *Divinity* afterward. But we realized that our passion weren't really in it. We wrapped up our work with *Baldur's Gate 3*, so doing another wasn't what we wanted. So we pivoted away from that project. Pivoting early sped up everything for *Divinity*, which left us in a position where we had to build from the ground up."
Building a New Foundation
Revisiting *Divinity* after nearly a decade posed a daunting challenge. The team acquired tremendous experience making *Baldur's Gate 3*, which Vincke describes as the *Divinity* series at a more "evolved level." Now, he claims that the new *Divinity* will be an still more evolved version of its predecessor. To pull that off, Larian had to begin by reworking the setting's lore.
"Among the first things we did was start to build a coherent universe, because the *Divinity* lore was in the past somewhat scattered," Vincke elaborated. "We had to give it a firm base, a process we learned from our work with D&D. Simultaneously, we were creating a new engine, so we modified our plans to use it earlier. This transition naturally did not go as smoothly as anticipated, so we're now wrapping up a complex technical overhaul."
Vincke clarified that *Divinity* will be a tactical RPG playable solo or in cooperative multiplayer. It is also a standalone title, even though after the events of previous games. Veteran fans will spot 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 the choices you make."
Giving Players the Reins
The idea of player impact is paramount. When asked what Larian views as the most important thing to nail in *Divinity*, Vincke gave a one-word answer: agency. Larian's vision is to craft a deeper RPG filled with intricate "video game systems." This focus on meaningful choice was a cornerstone of *Baldur's Gate 3*'s success, and the studio states it is expanding that philosophy to new heights here.
"One of our design pillar is 'forge your own path.' So the agency we want to give you is the boldest part," Vincke explained. "We are implementing sequences in there that will have you wondering, 'Really? It keeps going? But all I did was this simple thing!' We want players to discover these connections themselves. When we, during testing discovered we could link these choices, it brought me great joy. It excited my gamer heart, and that is the emotion I want you to have when the game launches."
Beyond the deepened focus on player agency, the production of *Baldur's Gate 3* has been crucial to *Divinity*'s progress. The studio specifically notes that it gained valuable expertise in narrative design and creating cinematics from that project, which will be a key element of the new game.
Building with Player Feedback
The team also analyzed the challenges they faced during the creation of *Baldur's Gate 3*. Vincke points out that onboarding could be challenging in that game due to varied class rules. To make *Divinity* more approachable from the outset, Larian set out to "define our own rulesets so we could make it more video game friendly."
"One clear instance was opportunity attacks in *Baldur's Gate 3*," Vincke recalled. "At first, we were resistant to include them. During early access, the community really, really wanted them. We were concerned it would slow down the gameplay. So we added them in and discovered, well, it's actually better. They had a point! It was a good moment because it significantly made the game better."
With this in mind, Larian's player base will be pivotal to *Divinity*'s final form. Vincke stated that the studio will continue taking into account fan feedback