15 New Insights About Divinity Unveiled

New details are emerging about Larian Studios’ upcoming RPG, thanks to a recent AMA with key members of the development team on Reddit. The game is currently in full production, and the creators of Baldur’s Gate 3 are strategizing on when to unveil the first glimpses of gameplay. In the meantime, the latest Q&A has provided a wealth of information, covering topics like co-op gameplay, companion romances, and the potential for a Switch 2 port. Here’s what we’ve learned about the next installment in the Divinity series.

In Divinity: Original Sin 1 and 2, loot was randomized, but Larian aims to adopt a more crafted approach similar to Baldur’s Gate 3 for this new title. “The BG3 method of handcrafting every magic item was effective, and it’s something we’ve always wanted to implement for DOS2,” said head of design Nick Pechenin. He noted that while working on randomized loot for DOS1 and DOS2, they found that fully random loot often led to confusion, prompting them to introduce more rules and predefined patterns to create a sense of intention. Ultimately, the randomization process didn’t save much development time.

Larian will continue to refine its existing Divinity Engine for this new game, opting not to switch to Unreal Engine like some other RPG developers.

When asked about multiplayer, head of gameplay Artem Titov simply stated, “no” regarding any changes to their approach.

Staying true to its roots, the next RPG will feature multiplayer at launch. Scripting director Bert Stevens mentioned that the number of players will depend on the final party size, but with modding planned, players will have the freedom to expand this limit. “There is no hard cap on the number of co-op players.”

For those who enjoy tackling quests in their own unique order, Divinity will maintain Larian’s tradition of accommodating diverse player styles. Writing director Adam Smith explained that during playtesting, they often run scenarios out of sequence and push boundaries to see how far they can go. “The greatest joy I get is seeing someone venture so far off the beaten path that they assume we’ve lost track of them, only to discover something we placed there just for them.”

When a fan inquired about the new mechanics Larian is most excited about, Pechenin offered a mysterious response. “There was something that bothered me when I explored the starting areas of DOS1, DOS2, and BG3,” he shared. “It’s right in front of you if you think about it. In Divinity, I can finally do what I wanted to do in every previous game.” Given that all three games begin near a beach, some speculate he might be hinting at the ability to finally dive into the water.

Divinity: Original Sin 2 introduced a mechanic where armor for physical and magical damage was separate, but that will not be returning in the new game. “There will be ways to protect your characters from harm, but you won’t have to wait to use your fun skills on enemies,” Pechenin explained. “We’re still developing a system that ensures you’ll need to work harder to stunlock solo bosses with level 1 skills, but it won’t be tied to damage.”

The initial cinematic trailer was notably dark and R-rated. Will the rest of the game follow suit? According to Smith, Divinity aims to be more “grounded” and incorporate some “folk horror vibes,” while still delivering humor, tragedy, and emotional depth. “I laughed out loud reviewing a dialogue this morning!” he noted. “A game of this scale needs a lot of tonal diversity.”

“The camera will function similarly to BG3,” Stevens confirmed, describing a hybrid of top-down and third-person perspectives.

As for looking at the sky, Stevens clarified, “There is no real engine limitation preventing that. How the camera operates is purely a design choice. We always consider alternative camera angles, and if they enhance the game, we will definitely add them.”

While Original Sin 2 altered some of the series’ lore, the new game will take place in the same world but tell a distinct story. “It’s in the same continuity, but it’s a standalone narrative,” Smith confirmed. “Long-time Divinity fans will find plenty of familiar elements, but it’s never just fanservice – it has to serve the story we’re telling.”

Baldur’s Gate 3 excelled at developing deep relationships between the player and their party, but the new Divinity aims to enhance interactions among companions as well. Senior writer Kevin VanOrd expressed the desire for “more interaction between companions – not just with improved banter, but to foster deeper relationships among them, just as they do with players.”

He added that another key goal for companion writing this time is “to subtly enhance player friendships and romances, making relationship building feel natural.”

“We love the platform and will certainly consider Switch 2 for the next Divinity game,” Stevens stated.

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