Larian discovered that the random loot system in Divinity: Original Sin was often confusing and time-consuming, leading them to create handcrafted loot for Baldur’s Gate 3 and Divinity.

Divinity is moving away from the randomized loot system of its earlier titles, Divinity: Original Sin and Divinity: Original Sin 2, opting instead for the meticulously crafted gear showcased in its latest blockbuster RPG, Baldur’s Gate 3. It seems the biggest misstep would be not ensuring quality loot.

In a recent Reddit AMA, Larian Studios engaged with fans, primarily discussing the upcoming Divinity game while also touching on the success of Baldur’s Gate 3. One fan inquired whether Divinity would feature handcrafted loot similar to Baldur’s Gate 3 or stick with the randomized, level-dependent loot of the Original Sin series.

“The [Baldur’s Gate 3] method of handcrafting every magic item proved effective, and it’s something we’ve always aspired to for [Divinity: Original Sin 2],” stated Nick Pechenin, the head of design.

He elaborated, “While developing randomized loot for DOS1 and DOS2, we found that fully random loot often led to confusion, prompting us to implement more rules and predefined patterns to create a sense of intention.” He concluded that “in the end, randomization didn’t save us much time.”

Managing a cluttered inventory and constantly comparing weapons with slight stat differences can be a hassle in narrative-driven RPGs. While the loot-driven gameplay of titles like Diablo can be satisfying, it’s clear that this isn’t the primary draw for Divinity, and it’s refreshing to see Larian share this perspective.

Additionally, one aspect I wished for more in Baldur’s Gate 3 is also on Larian’s radar for Divinity: “More interaction between companions.”

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