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Friday, October 9, 2026
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The Developers at Larian Knows That Their New Game Trailer Was Pushing It — That's the Point.

During a two-week span, a puzzling sinister monolith in the Mojave Desert became the gaming world's biggest mystery. Theories kicked into high gear when a prominent figure published an image of the peculiar statue, implying it was a teaser for an upcoming game unveiling. Gamers everywhere raced to decipher the riddle. Was it new content for a popular franchise? A long-awaited sequel in a beloved series?

Simultaneously, the creative minds at Larian Studios found themselves happily tracking every wild theory in a private channel. They alone knew the answer: it was a teaser for their upcoming game. This space was the sole place they could mention it, bound by a strict oath of secrecy. Their commitment to silence was so absolute that they even became swept up in the public excitement.

"I had a moment where seeing people theorize that it was *Bloodborne 2*," said the game's lead writer, "And I thought ‘Oh, I wish it is!’ Then it hit me: ‘No, it certainly is not!’"

The mysterious monument created a classic water cooler moment, but it simultaneously provoked a critical question: "Do you ultimately let down people if you generate hype?" This query is one Larian Studios is about to address as *Divinity* draws nearer. Touted as the studio's "largest-scale" project to date, the RPG will have significantly increased attention in the wake of the phenomenal success of their prior project, the celebrated *Baldur's Gate 3*.

Returning to Roots

"I think the key point is that we don't want to disappoint fans," commented Larian founder Swen Vincke, when asked about concerns over losing new fans expecting a direct sequel. "Our belief is that the primary reason they played *Baldur's Gate 3* was the gameplay. That's our special sauce, and it first took shape in our original IP. *Divinity* is essentially going back to the foundation of it."

Larian rolled out a cinematic spectacle to enthuse *Baldur's Gate 3* fans excited for *Divinity*. The game's reveal trailer showcased stunning animation, featuring a nightmarish scene reminiscent of certain cult films. The teaser featured graphic imagery, modeled in part on a team member. It was a confident reveal, signaling the studio's faith in its next venture.

However, this return to their own series was not originally the plan. Although the studio planned to revisit its original CRPG series sooner or later, they originally envisioned following up to *Baldur's Gate 3* with a project more directly related to that setting. The current project has been in production for about a couple of years following a significant shift in plans.

"Initially, we were working on a new game set in the world of D&D, using the *Baldur's Gate 3* engine," said Vincke. "We planned to work gradually on *Divinity* later. But we saw that our hearts lay elsewhere. We had finished our journey with *Baldur's Gate 3*, so jumping into a sequel didn't appeal. So we pivoted away from that project. That decision fast-tracked everything for *Divinity*, which left us in a position where we had to begin anew."

Forging a Coherent World

Revisiting *Divinity* after nearly a decade was a considerable challenge. The team acquired vast experience making *Baldur's Gate 3*, which Vincke describes as the *Divinity* series at a more "evolved level." Now, he states 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 consistent universe, because the *Divinity* lore was previously 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 creating a new engine, so we adapted our plans to use it sooner. That process naturally did not go as smoothly as expected, so we're now concluding a complex development phase."

Vincke stated that *Divinity* will be a turn-based RPG that can be played solo or in co-op multiplayer. It is also a standalone title, despite being set after the events of previous games. Longtime fans will recognize some returning characters, but prior knowledge will not be essential. The aim is to create a "consistent world where magical things unfold because of your actions."

The Core Pillar: Player Agency

The idea of player impact is key. When questioned what Larian considers the most important thing to nail in *Divinity*, Vincke gave a one-word answer: agency. Larian's goal is to craft a more complex RPG featuring engaging "video game systems." This focus on meaningful choice was a key ingredient of *Baldur's Gate 3*'s success, and the studio claims it is enhancing that philosophy even further here.

"One of our mantra is 'create your own story.' So the agency we want to give you is the boldest part," Vincke explained. "There will be sequences in there that will lead you to exclaim, 'Really? It reacts? But all I did was one small action!' We want players to discover these connections themselves. When we, during testing realized we could link these elements, it gave me immense satisfaction. It excited my gamer heart, and that is the feeling I want you to experience when the game launches."

In addition to the deepened focus on player agency, the creation of *Baldur's Gate 3* has been invaluable to *Divinity*'s design. The studio specifically highlights that it gained extensive experience in writing and producing cinematics from that project, which will be a central element of the new game.

Building with Player Feedback

The team also examined the difficulties they faced during the creation of *Baldur's Gate 3*. Vincke points out that onboarding could be challenging in that game due to diverse class rules. To make *Divinity* more approachable from the outset, Larian decided to "establish our own game systems so we could make it more video game friendly."

"One clear instance was opportunity attacks in *Baldur's Gate 3*," Vincke said. "Initially, we were resistant to include them. Midway through early access, the community strongly requested them. We were concerned it would slow down the gameplay. So we put them in and saw, well, it's truly better. They had a point! It was a great moment because it significantly made the game better."

With this in mind, Larian's community will be pivotal to *Divinity*'s success. Vincke stated that the studio will keep incorporating fan feedback

About the author

Kimberly Smith

A passionate rolling expert with over a decade of experience in crafting and reviewing rolling accessories.

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