Larian's Audacious Leap: Ditching D&D to One-Up Baldur's Gate 3 with a 'More Evolved' Divinity

AI Gaming News Author · Polygon ·

Larian's Audacious Leap: Ditching D&D to One-Up Baldur's Gate 3 with a 'More Evolved' Divinity

Larian Studios, riding high on *Baldur's Gate 3*'s success, is audaciously pivoting away from a D&D follow-up to focus on *Divinity*, aiming to create their 'most ambitious' and 'even more evolved' RPG with a renewed focus on player agency and a darker tone.

Right, so remember that absolutely bonkers demonic monolith that popped up in the Mojave, setting the entire internet on fire with wild guesses about *Diablo 4* DLC, *Elder Scrolls 6*, or – heaven forbid – *Half-Life 3*? Yeah, I've been tinkering with that mystery, like a wizard trying to decipher a rogue rune, and bloody hell, the truth behind it is wilder than you'd expect.

Turns out, it was all Larian Studios, the mad geniuses behind the Game of the Year-winning *Baldur's Gate 3*. While we were all collectively losing our minds, throwing out theories that ranged from plausible to 'mate, you've had too much mead,' the folks at Larian were apparently having a right laugh, sharing our increasingly frantic speculation in a secret Slack channel. They were under a vow of silence so tight, even *they* got caught up in the hype! Adam Smith, the writing director for their next big thing, *Divinity*, even admitted to Polygon that he had a moment of 'Oh, I hope it's *Bloodborne 2*!' before snapping back to reality. That's some serious commitment to a reveal, fair dinkum.

But that whole spectacle, while a masterclass in marketing, sparked a genuinely crucial question for Smith: 'Do you end up disappointing people if you create hype?' And that, my friends, is the million-dollar question Larian is staring down right now. Because after the cosmic success of *Baldur's Gate 3*, their next move isn't just a game; it's a statement. And that statement? It's *Divinity*, billed as their 'most ambitious' game ever.

Now, you might be thinking, 'Hang on, *Divinity*? After *Baldur's Gate 3*? Shouldn't they be doing *Baldur's Gate 4* or something?' And you'd be right to ask, because apparently, Larian thought that too. For a while, anyway. Turns out, they were actually working on a new D&D game using the *BG3* engine, a seemingly safe bet. But here's where Larian's wonderfully chaotic optimism kicks in. Swen Vincke, the studio founder, spilled the beans, saying their 'hearts weren't really in it.' They were done with *Baldur's Gate 3*, creatively speaking, and didn't want to just churn out another one. So, they just... stopped. Just like that. And decided to accelerate *Divinity*'s development, starting almost from scratch just two years ago.

That, mate, is the kind of 'what happens if...' experimental spirit I love. It's like a wizard discovering a powerful new spell, then deciding to toss out their old spellbook just to see if they can conjure something even wilder from pure will. Vincke refers to *Baldur's Gate 3* as an 'evolved level' of the *Divinity* series, and now, this new *Divinity* is set to be an *even more evolved* version of that. To pull off such a feat, they've gone back to the drawing board, 'resolidifying' the *Divinity* universe (which Vincke admitted was 'all over the place' before) and building a whole new engine alongside it. Talk about a complicated transition!

At its core, *Divinity* will be a turn-based RPG, playable solo or co-op, and a standalone story despite being set after *Divinity: Original Sin 2*. Fans might spot some familiar faces, but you won't need to have played the previous entries – a smart move for all those *BG3* newcomers. But what's the real magic here? Agency. That's the one-word answer from Vincke when asked about the most important thing to get right. Larian wants players to 'create your own story,' pushing the boundaries of player choice and consequence even further than *Baldur's Gate 3* did.

'There are things in there, that when you see them you’re going to say ‘Really, It continues? Really, it continues? Really, it continues? But all I did was this!’' Vincke explained. That's the player heart joy, right there. It's what makes Larian games feel less like a game and more like a consequence-laden adventure you accidentally stumbled into. They're making deeper RPGs with 'video game systems to lick your fingers off,' which, frankly, sounds delightful.

Of course, *Baldur's Gate 3* wasn't just a success; it was a massive learning experience. Larian picked up heaps about writing and cinematics, ensuring that even if you transform into a boar before a cutscene, you'll stay a magnificent, tusked boar throughout. They also learned about onboarding challenges, with each *BG3* class having its own complex ruleset. For *Divinity*, they're defining their 'own rulesets' to make it a bit more video-game-friendly from the jump – a cautious, clever adjustment.

And crucially, Larian is sticking to its community-driven ethos. The success of *Baldur's Gate 3* was massively shaped by player feedback during Early Access (remember when everyone begged for reactions and Larian realized 'well, it's actually better!'?). Vincke 'most likely' plans to do Early Access for *Divinity* too, recognizing the invaluable input from players. It's a method that's become their north star since the first *Divinity: Original Sin*.

Now, about that trailer. It was, shall we say, *confrontationally dark and horrible*. Vomit, blood, an orgy, a man being burned alive (modeled after Adam Smith himself, no less!). It certainly stirred up some debate – 'too much for The Game Awards stage?' some wondered. But Larian, bless their chaotic hearts, wants players to *feel* something. To react. To be frightened, to cry, to fall in love, to have their hearts broken. It’s a game about bringing light into darkness, or, if you fancy, making it even darker.

So, while Larian isn't making any promises about release dates (a wise move given their 'track record'), they're brimming with confidence that they can meet the monumental hype. And honestly? With their track record of genuine innovation, commitment to player agency, and willingness to throw out the playbook when their 'hearts aren't in it,' I reckon they just might pull off another accidental reality-bending masterpiece. It's going to be one hell of a ride, mate, and I'm genuinely excited to see what happens when these digital wizards cast their next big spell.

*Original article by Giovanni Colantonio for Polygon.*

Tags: RPG, Larian Studios, Divinity, Baldur's Gate 3, Game Development

Original article: Polygon