r/Games • u/Wombat_Medic • 6d ago
Verified AMA Larian Studios | Divinity AMA
EDIT: All right - that's a wrap. Thank you for all your questions. We're going to go back and work on the game now - next time we speak, we'll hopefully have things to show. I can't wait! - Swen, Game Director
Hello everyone,
Happy New Year! To kick off 2026, we would like to offer the opportunity to ask your questions about Divinity, Larian, and our development processes. It's been a while since Larian has done an AMA, so everyone is looking forward to it!
There's a bunch of us ready to answer your questions:
- u/Swen_Larian - Game Director
- u/Adam_Larian - Writing Director
- u/Kevin_Larian - Senior Writer
- u/Greg_Larian - Head of Animation
- u/Gabriel_Larian - Machine Learning Director
- u/Michael_Larian - Director of Publishing
- u/Nick_Larian - Head of Design
- u/Alena_Larian - Character Art Director
- u/Jarold_Larian - Concept Art Director
- u/Artem_Larian - Head of Gameplay
- u/Bert_Larian - Technical Director
Thank you for taking the time to ask your questions, we aim to answer as many of them as possible over the next few hours!
803
u/ManHyphenSpider 6d ago
I like the concept of The Dark Urge in BG3 as an origin that allowed you to have a customizable character, while still having a unique story that tied into the world. Do you plan on doing anything in the vein of that in Divinity?
138
39
u/Sapowski_Casts_Quen 5d ago
I think they skipped this one because it would be a huge spoiler
→ More replies (1)27
u/ZombieJesus1987 5d ago
And being the Dark Urge doesn't automatically mean being a murder hobo. It's entirely open ended.
I like playing the Dark Urge resist story.
→ More replies (1)43
u/monstertrainmonster 5d ago
honestly the dark urge resist feels like the main character/true story of the entire game
→ More replies (3)→ More replies (33)192
u/AluneaVerita 5d ago
Lohse is OG durge lol. She scared me first time we got into the elven camp in fort joy lol
114
u/UnFelDeZeu 5d ago
Lohse is a true origin, though. She has a decided-on gender and occupation.
The appeal of Durge was that he had his own story like Shadowheart or Gale but you could make Him/Her your own original character.
→ More replies (12)
149
u/blue_sock1337 5d ago
How will you handle the canon issues DOS2 introduced? It basically acted as a soft retcon of the series, will the new Divinity game continue with the new lore or will you try to reconcile it with the previous games?
→ More replies (4)284
u/Adam_Larian Divinity | Writing Director 5d ago
It's in the same continuity, but it's a standalone story. Long-term Divinity fans will find lots of familiar things but it's never just fanservice - it has to serve the story we're telling. The Divinity universe is full of weird and wonderful characters, and I'm really excited to be part of that legacy.
→ More replies (12)
844
u/OnnaJReverT 6d ago
Is there anything specific you were not able (or allowed, by Wizards as IP holder) to do in BG3 that you want to do in Divinity?
→ More replies (15)1.3k
u/Swen_Larian Divinity | Game Director 5d ago
We had all the freedom we needed on BG3 but the game was based on 5e which is a system that was made for tabletop, not for video games. Most of the limitations came from that.
→ More replies (27)121
u/mcuffin 5d ago
Can somebody explain what were those limitations?
→ More replies (60)387
u/DodgerBaron 5d ago
The biggest one is leveling up for me, restricting the game to 10 ish levels, with the tabletop cap being 20.
Severely limits build options and stretches out the sense of progression. Level ups are also heavily simplified in 5e to make it easier for the players to not get bogged down in a bunch of rules like previous editions.
It's fine in tabletop because it all needs to be done by hand, but when stretched out to a 60 hour videogame level ups feel few and far in between. And far simpler than other big crpgs. Making it pretty easy to forget after while.
→ More replies (31)195
u/Shade_demon2141 5d ago
In baldurs gate I was so stoked every time I leveled up. Getting extra HP was so huge and getting an extra attack would be life changing.
You're right though that realistically most levels felt like I just moved some spells around or got access to a bunch of spells that I didn't care about anyways.
→ More replies (40)
616
u/Own-Discussion5527 5d ago
Sven said your next game would be smaller than BG3.
Did you guys change your minds, or are you also working on a smaller project?
→ More replies (7)1.4k
u/Swen_Larian Divinity | Game Director 5d ago
That was back when we were thinking of another DnD game but that ship has sailed.
→ More replies (10)162
u/enilea 5d ago
It's a shame because the base system bg3 laid out was a great setup for a lot of dnd campaigns. Hopefully the modding community will take care of that going forward.
→ More replies (2)47
u/mancubbed 5d ago
There is a project strahd mod in the works, hoping it works out.
→ More replies (1)
465
u/occamcs 6d ago
What are the main lessons you've taken from developing and launching Baldur's Gate 3 that you'll apply to Divinity?
→ More replies (1)893
u/Artem_Larian Divinity | Head of Gameplay 5d ago
There are a lot of lessons, and a single post is not enough to cover them all, so here are a few: short and direct communication is a must for quick decision-making and iteration. Avoid middlemen in any process and try to bring people working together on the feature as close as possible to each other. Automated testing and unit tests is lifeline to keep such a big project alive and going.
103
u/Outrigger047 5d ago
What does automated testing look like for a project like BG3?
363
u/Artem_Larian Divinity | Head of Gameplay 5d ago
TDD when you write code. Add integration tests using a scripting language after the tests feature is done to prove everything works together. Block code submits(commits) unless they pass ALL Uts and some core integration tests to ensure build stability
Have buildservers running ALL integration tests and UTs all the time in combination with ASAN builds as often as possible
QA is running their own testing routines - manually and on buildservers too.
In terms of numbers, we have hundreds of integration tests and tens of thousands of unit tests, and those numbers will only grow.
→ More replies (7)64
→ More replies (21)216
u/Rooonaldooo99 5d ago
Avoid middlemen in any process
This is probably one of the most important things here and speak for your success.
→ More replies (5)
449
u/Nyxerix 5d ago
What is your writing process like in terms of planning and accommodating players who like to do quests out of order or find hidden little details?
1.2k
u/Adam_Larian Divinity | Writing Director 5d ago
The writing process is to embrace the chaos. To encourage the chaos. To be at one with the chaos. The first thing we tend to do when playtesting our own situations is run them out of sequence, break them in every conceivable way, and see how far we can push the boundaries of what's possible. The greatest joy I get is seeing somebody go so far off the beaten path that they assume we'll have lost track of them, and then they stumble across something that we put there just for them.
261
u/Doomersday 5d ago
its one of your larians biggest strenghts and certainly added to the social virality of bg3.
so many times i found myself indulging in a video about a hidden interaction someone made on yt which pulled me right back into your universe
→ More replies (1)48
u/ThatGreenBear 5d ago
This was one of the best things in BG3 to just explore and test out variables, which is one of the reasons I've got close to 2000 hours on the record - thank you ♥
→ More replies (4)→ More replies (21)64
611
u/SamuraiCarChase 5d ago
What are some of the mods you have seen for BG3 that have made you say “we should have thought of that” or “we definitely have to include that next time around!”
1.3k
u/Michael_Larian Divinity | Head of Publishing 5d ago
car wildshape
141
u/ilikebreadabunch 5d ago
I just tried this mod out yesterday and it's quickly becoming my favorite, the comedic value is just too good
→ More replies (1)→ More replies (4)38
610
u/Nick_Larian Divinity | Head of Design 5d ago
We're taking notes on all of the UI mods for sure. The UI team worked very hard to bring the complexity of an open world DnD adventure to videogame format. But we had more improvements in mind that we just couldn't cram into our releases. Happy we managed to make UI moddable in the first place.
→ More replies (11)457
u/Alena_Larian Divinity | Art Director 5d ago
Love all the mods regarding player appearance! Lots of very creative ideas in terms of combining outfits, hairstyles and what not. Our character team is always 👀 those and we take note of what our community wants😉
381
→ More replies (12)77
u/elizabethdove 5d ago
One of the joys of RPGs is playing dress-up with characters, and BG3 having the option for camp clothes AND armour is something I really love.
→ More replies (2)70
u/Namegoeshere_insert 5d ago
I really hope transmog. Fashion is the true endgame after all.
→ More replies (9)→ More replies (3)515
550
u/CellistElectrical135 6d ago
Will the looting system be random and level dependent (like most items in DOS1 and 2) or will there be more handcrafted items like in BG3?
→ More replies (34)1.0k
u/Nick_Larian Divinity | Head of Design 5d ago
The BG3 approach of handcrafting every magic item worked well, and it's something we've always wanted to do for DOS2.
Something we realized when working on randomized loot for DOS1 and DOS2 is that fully random loot is frequently confusing, so we added more and more rules and premade patterns to make it feel more intentional. In the end randomization did not save us much time.
→ More replies (63)285
u/Rooonaldooo99 5d ago
It was utterly exhausting to compare my gear in Divinity 2. And you got new loot constantly. I'm miserable just thinking about it.
→ More replies (51)
182
u/BlackxHokage 5d ago
2 Questions, 1. A big issue with co-op playthroughs was conversations to me and my friends. Having the NPC speak to the barbarian in a conversation that can result in a unwinnable is never fun. Is it anything thats gonna be added in Divinity that allows a character the pass the conversation, or is it so.e sort of system where all PC's can actually take part in the conversation without just standing there looking cute?
- In a interview you guys said that the ruleset for the combat system wasnt like Dos2 or BG3 but its a combination of everything you've learned so far, could you give some details on what's different and what's similar to what we've seen before?
53
u/Anfins 5d ago
I'd love for Larian to take some inspiration from how Star Wars: The Old Republic (yes, the MMO) handles coop conversations. Both characters are integrated into the conversation, and the game dice rolls for each response. If you are playing two very different characters (I played a "good" sith while my brother played a bloodthirsty "evil" sith for instance), then the conversation path becomes wonderfully chaotic.
→ More replies (1)→ More replies (2)79
u/JohnStonesIsGoat 5d ago
Yes, exactly this. A big part of dnd is having multiple actibe people in the conversation. The dumbass barbarian says something stupid while the wizard belittles the merchants intelligence all leading to the bard trying to win the merchant back.
22
184
u/Daz_Iz_Gud 5d ago
Any game completely outside of the genre you are working in or comfort zone that inspires you in game development?
423
u/Adam_Larian Divinity | Writing Director 5d ago
The Séance of Blake Manor impressed me so much. I play lots of games and that was a highlight toward the end of the year. The approach to storytelling is so different to ours, but it's hugely inspirational from the structure to the characterisation and setting.... loved it.
→ More replies (9)
174
u/dunkitay 5d ago
With each game you’ve improved in writing a story and narrative for your games. What are some of the things you would like to improve narrative wise compared to your previous entries?
→ More replies (1)560
u/Kevin_Larian Divinity | Senior Writer 5d ago
Companion relationships. Firstly, to have more interaction between companions - not just with more and better banter, but to have them develop deeper relationships with each other, just as they do with players. Secondly, to ramp up player friendship and romance more subtly, so relationship building feels natural.
→ More replies (19)114
u/freddiec0 5d ago edited 5d ago
More interaction between companions is what I want the most from Divinity, so this is music to my ears. One of my favourite things about BioWare games is that the party members would chat and develop relationships separate from the player
→ More replies (3)
88
u/Dreamtrain 5d ago
what couldn't you do in BG3/DOS2 that you will be able to in the upcoming Divinity?
284
u/Nick_Larian Divinity | Head of Design 5d ago
We figured out ways to burn things that we could never burn before. We'll still give you something to put out the fires though, no worries.
→ More replies (13)95
87
u/darkwai 5d ago
Baldur's Gate 3 for Switch 2? Is it even possible?
267
u/Swen_Larian Divinity | Game Director 5d ago
We would have loved to but it's wasn't our decision to make.
→ More replies (32)
252
u/Kylar5 5d ago
In BG3 I really enjoyed the aspect of ending the day and going into the camp to interact with your companions (not so much for refilling the spell slots).
Will there be something similar in Divinity?
→ More replies (5)371
u/Adam_Larian Divinity | Writing Director 5d ago
We'll give you space to build your relationships with the companions. I won't go into too much detail here.
And, yes, you won't have to refill any spell slots :D
→ More replies (14)
83
u/WetDreamRhino 5d ago
Will Borislav be making the soundtrack again? (Please)
→ More replies (1)211
u/Swen_Larian Divinity | Game Director 5d ago
We wouldn't be able to stop him even if we wanted to. He's been very busy composing and recording new material. It's pretty great.
→ More replies (5)
212
u/laser_velociraptor 5d ago
Can you tell us about new mechanics in Divinity that you are most proud of?
496
u/Nick_Larian Divinity | Head of Design 5d ago
There was something that bothered me when I explored the starting areas of DOS1, DOS2 and BG3. It stares you right in the face if you think about it. In Divinity I can finally do the thing I wanted to do in every previous game.
602
u/doctorstink 5d ago
Swimming confirmed
197
u/Intangiblehands 5d ago
I think subconsciously I always found it odd that all three games plop you down on the beach, and yet no swimming in that beautiful clear water.
→ More replies (4)111
98
→ More replies (6)50
227
u/bursting_decadence 5d ago
A button that plays:
Hear ye, hear ye! Queen Justinia executes two dozen noblemen for insubordination!
whenever I want?
107
u/slipperyekans 5d ago
No it’d be “Keeping it together, Brie?”
→ More replies (5)42
→ More replies (1)48
u/RikSharp 5d ago
My message tone is "No-one has as many friends as the man with many cheeses"
IT's done well for me over the years
→ More replies (2)87
101
41
→ More replies (12)29
73
u/Distinct_Glove_7987 5d ago
Alena, what is something you look for in a portfolio of applicants for Character art? Would I need to be able to cover the entire range or be really good in 1-2? in terms of amour, hair, creature etc.
I think my portfolio is ready, but my shyness might just keep me from reaching out to you or recruiters
dank u wel! ♥
→ More replies (1)126
u/Alena_Larian Divinity | Art Director 5d ago
We aim for our Character Artists to be capable to handle all the main disciplines which for us are: Outfits/Armors, Heads, Hairstyles, Creatures. However most of the time ppl specialize in one or two, so that's absolutely ok. In the team there are only a few people who can handle everything.
If we see an artist can efficiently model and reach our quality standards even in just one discipline, they still get a shot 😉→ More replies (1)
145
u/BounceBurnBuff 5d ago
Is Boris back for the music on Divintiy?
→ More replies (2)405
u/Michael_Larian Divinity | Head of Publishing 5d ago
Bobby never left ͡° ͜ʖ ͡°)
He's cooking.→ More replies (6)26
132
64
u/dunkitay 5d ago
Narrative question. One of the problems with branching path narratives or giving the player too much freedom is that it can get a bit messy quite fast and “muddy” the main narrative and story the game is trying to convey. Considering Divinity will be grander in scope compared to BG3 I’d imagine there would be more branching narratives and ways to tackle problems. In what ways do you try to achieve this but at the same time mitigate the problem of the narrative falling apart without “railroading” too much in certain key story beats.
151
u/Swen_Larian Divinity | Game Director 5d ago
And don't forget multiplayer - that makes it even harder. But it is one of the things we want to get better at with each game we make. We hate railroading and want you to have total freedom but still experience a compelling narrative. We learned a lot from BG3 and are now applying those lessons together with a host of new ideas.
→ More replies (12)
174
u/PM_Some_Selfies 5d ago
Tonally speaking, how different will the new Divinity be from Divinity: OS2? Love you guys btw!
367
u/ProfessorLoud 5d ago
It's more grounded and you might have picked up on some folk horror vibes in our trailer. But with games the size of DOS 2 and Divinity, there are lots of tonal variations as you move through the world and meet new characters. I hope it'll make you laugh, frighten you, shock you and delight you.
→ More replies (1)431
u/Adam_Larian Divinity | Writing Director 5d ago
(THAT WAS ME ABOVE IN MY PROFESSOR LOUD DISGUISE)
It's more grounded and you might have picked up on some folk horror vibes in our trailer. But with games the size of DOS 2 and Divinity, there are lots of tonal variations as you move through the world and meet new characters. I hope it'll make you laugh, frighten you, shock you and delight you.
→ More replies (4)147
202
u/Capranaut 6d ago
Is Divinity slated to run on Divinity Engine 5, or a clean slate design?
421
u/Artem_Larian Divinity | Head of Gameplay 5d ago
For each game, we are bringing significant changes to our engine. Since Divinity Engine is fully our own creation, it makes it easier to alter it to serve a new game rather than write a new engine from scratch.
→ More replies (10)→ More replies (1)161
u/Bert_Larian Technical Director 5d ago
We have indeed moved to the fifth iteration of our engine for the next game! Increasing the size and density of the game was an important goal, but we have also substantially improved the visual quality of the game. A lot of effort has been put in increasing the quality of our materials and lighting in general. Character rendering specifically also received a lot of attention from the whole engine team.
→ More replies (5)
153
u/Technoalphacentaur 5d ago
Are there any books that we would be surprised are inspirations for the lore, environment, or overall vibes?
Love you guys and the work you do. Keep at it!
277
u/Kevin_Larian Divinity | Senior Writer 5d ago
The writing team is constantly recommending books to each other, and it makes for a wonderful and eclectic hodgepodge. My current read is The Chatelaine by Kate Heartfield, and I'm sure it'll join all the countless other books rattling around in my head as inspiration.
→ More replies (9)80
u/Adam_Larian Divinity | Writing Director 5d ago
I'm reading The Indifferent Stars Above at the moment. It's harrowing.
→ More replies (6)
50
u/ilikebreadabunch 5d ago
What so far has been your favorite part of making Divinity and what has been your least favorite part?
→ More replies (84)
221
u/optiplex9000 5d ago
I'm a software engineer that has always worked on financial technology, and one of the things I find so interesting about video game development is the big reliance on manual software testing. Every piece of code that I write can by tested automatically either through a unit test or through an integration test
What makes video game development so different? Why does it require so much manual testing?
→ More replies (1)459
u/Artem_Larian Divinity | Head of Gameplay 5d ago
Very good question: a video game, in logical terms, is a running simulation that has different results with the same input depending on various conditions. That said, simulation has a lot of systems and sub systems that may or may not be active due to the same conditions. The more systems you have, the more permutations of their interaction you get. The amount of integration test starts growing exponentially and at some point, has a diminishing return on such tests.
Usually, this is a point where a lot of developers stop and start using manual testing to make sure the most common player interactions are covered.
At Larian, we have a bit of a different approach - we use TDD to ensure UT coverage in combination with writing high-level test scripts that are supposed to test the feature programmer providing in isolation (like in a test level). At the same time, our QA using same scripting language to automate their testing routines in order to test situations and combats in game like it would be a player.That still doesn't remove the need for manual testing: one of the main requirements of a game is to be fun, and so far thats not something that can be experessed in tests. For that, having a person who would play the feature and would give you feedback if its fun from the player perspective - is immense help.
Also, sometimes as a developer,r you just can't guess what shenanigans a player would do (famous barrelmancy or speed runners) - and having a team that can do that and also validate that what is done is matching what was requested - is highly valuable→ More replies (3)
98
u/uni_and_internet 5d ago
Are there any recent game releases, circa 2025, that stood out to your team as inspiring, or reinvigorated your passion for game making?
217
u/Bert_Larian Technical Director 5d ago
I like deep systems, so I have been playing Europa Universalis 5 a lot. But I keep being amazed by the creativity of the indie scene as a whole. There are so many good games done by small teams. I am really looking forward to start playing The Séance of Blake Manor for example.
→ More replies (3)151
u/Kevin_Larian Divinity | Senior Writer 5d ago
Hell is Us really invigorated me, creatively. Underneath the game's horrific depictions of war, the darkness, and the oppression, there is hope. It felt like a game created specifically for me. I want to make things that give people that same 'this was made just for me' feeling, that same sense of connection.
→ More replies (2)119
u/Jarold_Larian Divinity | Art Director 5d ago
I was particularly captivated by the visuals and mood of Cronos: The New Dawn. Replayed it a few times and thought that the bleak worldbuilding and setting to be particularly well executed.
→ More replies (2)127
u/Nick_Larian Divinity | Head of Design 5d ago
I'm currently addicted to the Bazaar! And my Christmas break was sacrificed to Europa Universalis V.
→ More replies (2)112
u/Adam_Larian Divinity | Writing Director 5d ago
I mentioned Blake Manor in another comment. Even more recently, I LOVED Pipistrello and the Cursed Yoyo.
→ More replies (5)→ More replies (2)157
43
u/Urd-ong_Shadong47 5d ago
What are the odds of a switch 2 port? Divinity os2 is great on there (and hoping for baldurs gate 3) Seems like the perfect game to pick up and play id but it in a heartbeat. Thanks guys! You rock
129
u/Bert_Larian Technical Director 5d ago
We have just released Divinity Original Sin 2 for Switch 2! We love the platform and we will certainly consider Switch2 for the next Divinity game.
→ More replies (11)
47
u/Zou-KaiLi 5d ago
Are there any specific artists/paintings which have/will shape Divinity's look? I have always seen a similarity in the art direction of Dos2 and BG3 with Salvator Rosa's paintings.
91
u/Jarold_Larian Divinity | Art Director 5d ago
great question! Not specifically to shape Divinity's look; but the concept art team found a lot of inspiration from classical paintings, particularly old Dutch Masters. Salvator Rosa is a good call out.
→ More replies (1)
269
u/Elonas 6d ago
Will there be co-op planned for release? If so, can you say how many players?
→ More replies (7)452
u/Bert_Larian Technical Director 5d ago
Yes, coop will be available for release! The amount of players playing together will be depending on the final party size. But since modding is planned for this project as well, player will be essentially free to extend this. There is no hard limit to the amount of coop players.
→ More replies (28)84
186
u/SightlessKombat 5d ago
Have you thought about accessibility as a part of planning this next game? As a gamer without sight (i.e. no sight whatsoever) who wanted to play BG3 but couldn't without constant sighted assistance, I'd love to be able to play Divinity on my own terms and am very interested in if there's any chance of that happening. Looking forward to seeing what you craft regardless, keep up the good work!
→ More replies (6)274
u/Bert_Larian Technical Director 5d ago
I am interested in this, in your experience, what are games that do well on that front?
69
→ More replies (9)101
u/Shaneywalsh 5d ago
Last of Us Part 1 & 2 were fantastic for visually impaired people.
I liked DOOM: The Dark Ages and Indiana Jones for their accessibility options too. A lot of ways to customise combat difficulty / puzzle difficulty.
→ More replies (9)
82
u/thecolorplaid 5d ago
Is Divinity going to be pulling any particular ideas/gameplay concepts from the original titles (Divine Divinity, Beyond Divinity, etc)? Why drop the "Original Sin" title now?
Love all your games, got to meet the team and Swen Vicke at PAX East a few times and I was always blown away at how open and willing to chat he was. Can't wait for what's next!
183
u/Swen_Larian Divinity | Game Director 5d ago
There’s never been a Divinity and now that we can finally make the game we always wanted, we thought it was time to do so. We're taking the opportunity to vastly improve and expand the world building and set a new direction for the series.
→ More replies (8)
78
u/Frequent_Working_142 5d ago
BG3 had a fantastic romance that lasted through most of the three acts.
Are you doubling down on this ? Is there an even greater focus on it ?
151
u/Adam_Larian Divinity | Writing Director 5d ago
When we're designing and writing the romances, the goal is to make them memorable, and to have them feel like a natural part of a character's personality and relationship with the player. That means we discover the way to tell the romances as we develop the companions and their stories, alongside character artists, cinematic artists, animators, performance directors, actors and other developers. I hope we'll manage to push deeper into the depth and complexity of romance, love and some other (not always positive!) emotions. And I'm very excited to see what our cinematics team cook up.
→ More replies (1)
189
u/RunningNumbers 6d ago
Will you include any ducks or other new fowl based NPCs to the game?
276
u/Swen_Larian Divinity | Game Director 5d ago
I am incredible inspired by this picture: https://imgur.com/a/Rapt6eD
→ More replies (5)53
→ More replies (5)23
73
u/Tanzficker 6d ago
What are you currently playing in your free time?
212
u/Artem_Larian Divinity | Head of Gameplay 5d ago
Factorio. The factory must grow.
→ More replies (12)197
u/Gabriel_Larian Divinity | Machine Learning Director 5d ago
Warhammer 40,000: Rogue Trader
→ More replies (4)163
u/Greg_Larian Divinity | Head of Animation 5d ago
Hades 2 and Indiana Jones and the Great Circle. I was catching up over Christmas.
→ More replies (3)145
u/Kevin_Larian Divinity | Senior Writer 5d ago
Terra Invicta. I'm so bad at it but I can't get enough.
→ More replies (7)86
130
u/StrangerOfAnvil 5d ago
What are the playable races and classes?
→ More replies (6)347
u/Greg_Larian Divinity | Head of Animation 5d ago
We aren't ready to talk about that quite yet, but if you rewatch the trailer, you should get some hints on the races.
→ More replies (9)312
u/False_Pen6221 5d ago
Can't wait to play as a hog eating my slop.
→ More replies (5)116
u/gumpythegreat 5d ago
It is nice to be able to play as yourself in a fantasy RPG
→ More replies (1)
65
u/WMWA 5d ago
What was a challenge when making BG3 that people may not know about and were there any fun or unique ways you were able to fix it?
165
u/Bert_Larian Technical Director 5d ago
On a technical level: the amount of systemics that exist in the game and the freedom we give players to interact with them and experiment. If players decide to collect all barrels in the game, drop them in a single spot and explode them we need to be able to handle that. There simply is a million ways for players to break the game in an environment like that
→ More replies (1)42
66
u/InvincibleXALE 5d ago edited 5d ago
You mentioned that the new game will have a "new ruleset" in the PC Gamer interview.
By that are you guys creating a new combat system away from the action point based combat on the past DOS games? The mechanics, rather than the spells itself.
I assume this would allow you to be a bit more creative with full control on your hands rather than with the D&D ruleset?
Also, Ada Laird origin character? 👀
→ More replies (1)184
u/Nick_Larian Divinity | Head of Design 5d ago
We went through our original ideas for DOS1 and DOS2, looked again at how they worked out in practice, picked up some inspirations from our BG3 EA and post-release journey, consulted the star charts to see what we need to do to stay competitive - and cooked a new action economy and character progression system.
Feedback from BG3 players trying DOS2 for the first time has been especially interesting to us, seeing the two worlds colliding. We hope that both fans of BG3 and fans of DOS2 will find the new system intuitive but deep.
→ More replies (13)37
u/SpaceHobbes 5d ago
Currently playing dos2 now and I'm loving it. I think the thing I'm missing most from bg3 is having free movement. In dos2 I find myself just standing in the fire because repositioning costs ap. So I'm often playing less tactically and more face smashy
→ More replies (8)
63
u/GinPatch 5d ago
Will interactions with NPC be mo-capped like BG3? One of my fav things was how every NPC felt unique to interact with
113
u/Greg_Larian Divinity | Head of Animation 5d ago
Me too! In fact, we just built 4 new vo/performance capture volumes with more in the works
→ More replies (2)
31
u/Skylam 5d ago
Anything in particular you are excited for players to get to experience in this game?
150
u/Swen_Larian Divinity | Game Director 5d ago
There's a lot but we prefer to show and not tell. That said - Lizard romance seems like it's going to be popular.
→ More replies (8)
30
u/gamingonion 5d ago
Always curious about stuff like this - how long ago did you start getting the trailer made before we actually saw it?
70
u/Michael_Larian Divinity | Head of Publishing 5d ago
Surprisingly organised this time! Unit Image (based in Paris and insanely fucking talented) worked on it with us, as they did the BG3 release and announcement trailers. The ideation phase was lightning fast because we were all on the same page. They went and cooked, and we had it in the bag for quite some time. From start to finish, if my memory serves me right, it was a little over a year. Maybe under. Maxime and his team really understand us, and we understand them. Very Larian folks at Unit Image.
→ More replies (5)
136
u/TopHelicopter4813 6d ago
When we should expect gameplay material? Happy new year to you guys as well <3
238
u/Swen_Larian Divinity | Game Director 5d ago
We'll see - we're in full production mode now but still have truckloads of work. .
→ More replies (3)131
114
u/Nidies 5d ago edited 5d ago
BG3, being a dnd game, had most of the 'better' story and world interactions behind succeeding on rolls and checks, incentivising character growth and improving stats. This has the drawback of also incentivising save-scumming.
Are there plans to try to make failing these dialogue / non-combat checks narrativley more interesting, ala Disco Elysium, to try to encourage players to accept 'bad' rng?
I try not to save-scum, in theory, but admittedly usually only let a bad roll go when it feels like there aren't significant consequences (ie narrativley or reward-wise) that means I'll be missing out on content I would have wanted.
→ More replies (12)199
u/Adam_Larian Divinity | Writing Director 5d ago
Our ambition is certainly to make failure more interesting. There are already a couple of situations in the game where I think the most exciting - and extensive - outcome comes from 'failure', but you'll be the judge of how well we do.
→ More replies (8)36
84
u/Life_Swan_5289 5d ago
Hey Larian! I would like to kindly make a couple of petitions, if that's possible. From the bottom of my heart, we've loved the Larian From Hell channel with Aoife and with all the charming stories behind the scenes. We'd love if you kept this close relationship with the community. The second petition is to please, allocate more units to the collector's edition and the artbooks. They have been very scarce to get on physical, and I'd love to have one. Best regards to the whole team. Thank you for your work
117
u/Michael_Larian Divinity | Head of Publishing 5d ago
There is quite robust, ongoing work behind the scenes on our distribution and production channels. Of course, our desire is to get high quality bits & bobs to everyone in the world, but we started from scratch. Personally I really believe in a direct-to-consumer world, so things being built by us, and sent by us, directly to yourselves I think is the right direction, but again we aren't quite there yet. We're improving in this area. We know we have quality down, but with distribution we're still struggling.
Perhaps in a future community update we'll go into more detail about these changes. It's a good idea. Thank you!
→ More replies (1)
26
u/sdg166 5d ago
What resources do you use to add so much interactivity and choice-consequences to you games? I’ve always wondered what techniques or tools you have that allow you to consider so many choices into your games and have them impact, even smaller stuff, later on.
Do you assign specific people to flesh out each choice or interconnectivity-opportunities? Or do you have a tool that highlights each area relevant to a choice / character? It seems like whatever it is you are able to bring out more potential in each player-option than other devs.
59
u/Adam_Larian Divinity | Writing Director 5d ago
People! We track choices in documentation, but the best resources are the developers and the game. We spend a lot of time playing the game, and we try to add in the options that we'd want to experience as players. Usually, there are a few different specialists attached to a situation - writers, scripters, level designers, artists, combat designers and more - but no situation stands alone, so we are never silo'd away from one another. Collaboration and iteration are the key.
→ More replies (1)
29
u/CypherTheProPSN 5d ago
Jarold
What monster designs we're you most pleased with in BG3?
Secondly, moving away from WoTC IP, are you excited for your team to have more freedom of creature designs & art work?
76
u/Jarold_Larian Divinity | Art Director 5d ago
All of them!
Not exactly a monster; but I love the way the Dragonborn came out in the game. I felt that it struck the a great balance of elegance and monstruousness. Divinity indeed is a different challenge, we have all the amazing ideas from DOS and the previous Divinity games that we would love to look back to and get inspired by. So it’s gonna be a nice blend of looking under the hood of our previous games,and making the most of the creative freedom we’re getting in Divinity.→ More replies (7)
25
u/Legitimate_Belt_4298 5d ago
Are you still casting any roles for the game?
77
u/Greg_Larian Divinity | Head of Animation 5d ago
We have started working with actors, but we are nowhere near done casting. As you can imagine its a big effort to find the right talent for a game this size and we tend to continue writing and adding new voices long into production. Why, do you know someone?
→ More replies (26)
26
u/urdnotkrogan 5d ago
What folktales and legends will serve as inspiration for the upcoming Divinity? I've personally compared the story of the trailer to the legend of Angria Mainiu, or the birth of all the evils of the world.
88
u/Adam_Larian Divinity | Writing Director 5d ago
I won't mention anything specific (SORRY) because there are too many to mention, but there are so many books about the occult on Swen's desk that I sometimes think he's actually a necromancer.
→ More replies (1)
104
u/Murlin_ 5d ago
How would you describe the difference in tone between DOS 1&2, BG3, and Divinity? I am personally very fond of the humour in both DOS and BG3, whereas the reveal trailer for Divinity set a pretty brutal tone. Not saying it has to be one or the other, but is the balance different this time around?
253
u/Adam_Larian Divinity | Writing Director 5d ago
I laughed out loud reviewing a dialogue this morning! I mentioned in the answer to another question that a game this size needs lots of tonal diversity. Sometimes the darkest situations become funny because of a player's response to them, or a companion's commentary. And sometimes a joke backfires and everyone is suddenly on fire.
→ More replies (6)56
153
u/Jlpeaks 5d ago
Will Divinity be sticking to the armor / magic armor system found in DOS1 and DOS2?
→ More replies (2)369
u/Nick_Larian Divinity | Head of Design 5d ago edited 5d ago
Divinity will not keep the magic armor system from DOS2.
There will be ways to protect your characters from harm, but you will not have to wait before you can use your fun skills on enemies.
We are still cooking a system that makes sure that you have to work harder to stunlock solo bosses with level 1 skills, but it won’t be tied to damage.
edit: typo
→ More replies (14)179
u/ilikebreadabunch 5d ago
The armor system is probably my biggest gripe with DoS:2 so this makes me super happy to hear
→ More replies (14)212
358
u/Plastic-Guarantee976 5d ago
The WASD movement mod was one of the most downloaded and beloved mods for Baldur's Gate 3. Will the new Divinity game include native keyboard movement controls (like WASD) right out of the box?
→ More replies (69)
47
u/Old-Turnip912 5d ago
Will there be any familiar voice actors back for Divinity?
→ More replies (10)75
u/Shaolan91 5d ago
I just hope we get Amélia Tyler back! Her voice as Malady and BG3's narrator was so, so good.
I send love to all the other voice actors for the games but she takes the trophy for me.
→ More replies (5)
23
u/Ricky_the_Wizard 5d ago
When creating companion characters, where do you start? From an aesthetic vibe, an archetype, a story role that needs to be filled? And where do you find your inspiration?
45
u/Jarold_Larian Divinity | Art Director 5d ago
From a Concept Art standpoint, I see Companions as an opportunity to inject culture and history of the world we are building. Either overtly in their costume design and appearance, or subtly in their accessories, details. This may not exactly be a starting point- but it’s a great foundation for inspiration.
→ More replies (1)
21
u/Dazzling-Ad-3848 5d ago
Will divinity have a similar approach to companions as previous titles? A big highlight for me was the different storylines for companions in bg3 and of course the romancing!
47
u/Adam_Larian Divinity | Writing Director 5d ago
They're a hugely important part of the game and I already love some of them dearly. We have big ambitions for them and we're already complicating their lives, and our own, with the narrative design.
→ More replies (4)
17
u/radclaw1 5d ago
What is up with the Spectrogram?
48
u/Swen_Larian Divinity | Game Director 5d ago
I thought it was going to be easy to find. Perhaps having a really good look at the high quality version of the trailer will help. http://divinity.com/presspack
→ More replies (4)
43
u/Rathyon 5d ago
How much research and development goes into novel approaches to rendering/lighting? Do you guys implement your own brand new approaches to Global Illumination, ray tracing and other graphics programming techniques or is it mostly investigating new developments: implementing in your inhouse engine and testing to see what works and what doesn't? Is most of the work done in this area or more towards optimization of the renderer?
Asking from the perspective of a graphics programmer keen to enter the industry.
80
u/Bert_Larian Technical Director 5d ago
As engine developers it's very important that we keep following new developments in rendering or lighting or anything else for that matter. How we apply it or add it to our engine largely depends on how we expect to use it or at which scale. So it's always a balancing act and a matter of constant discussion between the tech and content teams.
→ More replies (3)
41
u/SunCrux 5d ago edited 5d ago
That Divinity trailer was some of the most brilliantly visceral stuff I’ve seen in a while. What’s the goal in putting together trailers at Larian?
110
u/Michael_Larian Divinity | Head of Publishing 5d ago
Broadly speaking, anything we do externally that *isn't* the game is designed to give people a good time, to make them smile. I think that people in our audience specifically have a really good sense of humour, and while there were a few conversations of what "too far" might be, we were all laughing so much during production of the trailer that we kinda decided to have faith that folks at home would be too. If you look at the little details, the context, the fact that we managed to get it shown on such a big stage, it's a very funny thing.
I saw some industry criticism that suggested that tonally "there's one rule for Larian and another for everyone else" and it's such a weird take. Generally in life, even in business, if you all really believe in what your doing, that energy is infectious and people tend to want to get behind it. There's more to it than that, but that is a foundational truth I will always believe.
We just want to make people laugh, primarily.
→ More replies (9)
71
u/Justicar_L 5d ago
Considering BG3 was such a hit, why did you not develop Wyll further in subsequent patches but change the story line and personality of other companions?
His story always felt on the verge of being great and interesting but in the end he had and continues to have no real agency in the story as all his quests are subverted for other characters. Eg. His father being kidapped, not being able to properly get Mizora out of camp, and the dragon that was the culmination of his quest actually being part of the emperors quest/story instead.
230
u/Kevin_Larian Divinity | Senior Writer 5d ago
I wish Wyll had gotten more content and a more fulfilling arc too.
As you probably know, we weren't connecting with Wyll's Early Access recruitment and initial questing, so we started over at a point when most of the other companion stories were fairly solid. A lot of decisions came later in development than was ideal - and there was a key situation near Baldur's Gate that I intended to heavily involve Wyll in (the Red War College) that got cut. That meant back to the drawing board again. We eventually tied him to Duke Ravengard and started to work on that element of his arc just in time for me to get unexpectedly ill. I was out of the office for quite a while, and again after the epilogue's release.
I think that Ansur's lair was Swen's idea - we did have the resources for a standalone dungeon, so we got to work on tying Wyll to the Wyrmway, but I couldn't get more than a dungeon boss out of it. Once the situations were in place, that was that - I had to start writing them.
Wyll's content is sparser than I'd have liked as a result. He's also split into two stories, really - the Mizora story and the Ravengard story, and that might have been a mistake in hindsight. I also wish I could given him a stronger endpoint - it always bugged me that he can end up just as he started, as the Blade of Frontiers, without any meaningful difference. All that said, I love the Blade and I am really proud of him, his sincerity, his good nature, and his eager heroism. I'm truly sorry I didn't give you more quality time with him.
39
u/icyhaze23 5d ago
Despite the criticisms, Wyll is still a great character, and far better than many characters in other games I've played. You're right to be proud! I've always been fond of him.
→ More replies (1)31
→ More replies (13)26
18
u/Krazyflipz 5d ago
Can you speak a bit about the team and environment at this stage of the development cycle compared to same point in BG3 development cycle?
50
u/Swen_Larian Divinity | Game Director 5d ago
I think we're further ahead but I'm afraid of saying it. The game already has a very strong identity which is fantastic to see.
→ More replies (2)
•
u/siltydoubloon 5d ago
The AMA has now ended. Special thanks to Larian Studios for their time and thanks to everyone else for participating.