How Larian’s New Divinity Could Outgrow Baldur’s Gate 3
Baldur’s Gate 3 redefined what a modern computer role-playing game can be: sprawling, reactive, and dense with meaningful choices. Now Larian Studios is turning back to its homegrown universe with a new game titled simply Divinity, and the studio is already describing it as an even bigger RPG than Baldur’s Gate 3. For players who spent hundreds or even thousands of hours in Faerûn, that prospect is both thrilling and a little terrifying.
This article unpacks what “even bigger” is likely to mean—technically, narratively, and emotionally—why Larian can now tackle that ambition, and how such scale might affect the future of story-driven RPGs.
From Faerûn Back to Rivellon: A Studio at Its Peak
Larian didn’t arrive at Baldur’s Gate 3’s success overnight. The studio’s rise has been steady, climbing from niche cult favorite to mainstream phenomenon.
- Early Divinity games introduced the world of Rivellon as a quirky, systems-heavy RPG playground.
- Divinity: Original Sin and Original Sin 2 refined turn-based combat, environmental interactions, and co-op storytelling into a distinct identity.
- Baldur’s Gate 3 then applied that design philosophy to the Dungeons & Dragons 5e ruleset, backed by Wizards of the Coast’s license and a significantly larger budget.
By 2024, Baldur’s Gate 3 had sold over 10 million copies, becoming one of the most acclaimed RPGs in years and capturing major Game of the Year awards from organizations such as The Game Awards and the British Academy’s BAFTA Games Awards.1 That level of success gives Larian two crucial advantages going into its new Divinity project:
- Greater financial security and bargaining power.
- A larger, more experienced team that has already shipped a massive, choice-driven RPG.
Freed from the constraints of a licensed IP and buoyed by high sales, Larian can push its original universe further than ever before.
What Does “Bigger” Actually Mean for a CRPG?
When developers say a new game is their “biggest ever,” that can mean several different things. In the context of Larian’s new Divinity, “no limitation on how big an act can be” suggests scale on multiple axes, not just geographic size.
Dimensions of Bigness in RPG Design
| Dimension | Example in Baldur’s Gate 3 | How Divinity Could Push It Further |
|---|---|---|
| World scope | Three main acts across regions with distinct cultures and threats. | Larger continuous areas, more regions, or deeper traversal between them. |
| Quest density | Side quests interwoven with main story and companions. | Higher quest density with longer, branching questlines and outcomes. |
| Choice reactivity | Major decisions reshaping scenes and epilogues. | More systemic reactivity, affecting economy, factions, or geography. |
| Companion depth | Companions with full arcs and romance options. | Larger roster, cross-companion storylines, and long-term consequences. |
| Playstyle variety | Turn-based combat with environmental interactions and many builds. | Expanded classes, hybrid systems, or new layers of exploration and stealth. |
Baldur’s Gate 3 already pushed all of these, yet Larian is describing Divinity as “even larger.” That implies more than just bigger maps. It hints at:
- Acts that function almost as complete RPGs within a larger arc.
- Systems that keep interacting with your past choices over a longer timeline.
- Storylines that span continents, factions, and possibly generations.
Why Larian Can Now Build Without the Old Limits
Developers always face constraints, from budget to engine capabilities. Baldur’s Gate 3’s development was ambitious, but it still had ceilings—both technical and organizational—that Larian now understands and can work around.
Technical Maturity of Larian’s Tools
Larian’s games run on its own engine, which has evolved since the early Divinity days. Iterating through multiple large projects allows a studio to optimize tools, automate pipeline steps, and cut down on friction in content creation. Game developers commonly reuse and refine their engines between projects because:
- It spreads the cost of engine development across several games.
- It lets teams ship new titles with improved stability and tools rather than starting from zero.2
Having shipped Baldur’s Gate 3, Larian now has:
- A tested engine capable of handling densely populated hub areas and complex scripting.
- In-house expertise on performance issues, networking, and save systems.
- Tooling workflows for cinematic dialogue, branching narratives, and combat encounters.
With these foundations, “no limitation on how big an act can be” sounds less like exaggeration and more like an expression of technical confidence.
Creative Freedom Without a License
While working with Dungeons & Dragons brought brand recognition, it also meant aligning with an external IP holder. Future Divinity games, by contrast, take place in Rivellon, a setting Larian fully owns. In practical terms, that means:
- No external lore approvals or restrictions on new magic systems, races, or gods.
- Freedom to adjust mechanics without matching tabletop rules.
- Full control of future transmedia expansion—novels, spin-off games, or other adaptations.
Owning the IP gives the studio both creative autonomy and long-term strategic flexibility—a significant factor for modern game companies, as highlighted by industry analyses from Deloitte and others on the value of proprietary franchises.3
The Emotional Weight of “Bigger” for Long-Term Players
For many people, Baldur’s Gate 3 wasn’t just a long game; it was a multi-month commitment. A player with a thousand hours invested has likely done multiple full playthroughs, tried radical build changes, experimented with different romances, and dug into obscure quest branches. Hearing that the next RPG is even larger sparks mixed feelings:
- Excitement at the prospect of another epic, deeply reactive world.
- Anxiety about the time investment and fear of unfinished playthroughs.
- Curiosity about how Larian can sustain quality at that new scale.
RPG Fatigue and Player Time Budgets
There’s a growing conversation among players and critics about “RPG fatigue” and “open-world bloat.” Many massive games pack their maps with checklist content—similar side activities and repetitive missions—leading some players to disengage before the credits roll. Surveys and market reports suggest that average completion rates for very long games tend to be lower than for shorter titles, especially when side content is overwhelming.4
The risk for Larian is clear: if Divinity does not improve how it respects player time, an even larger runtime could discourage some people from starting or finishing the game, no matter how good it is.
Designing Bigger Worlds That Don’t Feel Bloated
To make an enormous RPG feel welcoming instead of exhausting, scale needs to be paired with careful structure and smart systems design. Some key design strategies that could help Divinity grow without collapsing under its own weight include:
1. Modular Acts With Clear Arcs
If each act of the new Divinity is larger than those in Baldur’s Gate 3, it becomes crucial that acts feel like satisfying mini-campaigns. That means:
- Each act having its own conflict, climax, and resolution.
- Logical stopping points where players can take a break without losing narrative momentum.
- Persistent consequences that carry between acts, so playthroughs still feel cohesive.
This approach allows players who only finish one or two acts to still feel like they experienced complete story arcs, while long-term fans can enjoy a more epic continuous narrative.
2. Layered Choice Instead of Linear Accumulation
Bigger games can easily fall into a trap of simply adding more of everything: more quests, more loot, more skill nodes. The more interesting route is to deepen how choices interact. For example:
- Choices in early acts affecting which questlines are even available later.
- Faction reputation shaping entire regions—prices, laws, and even crime rates.
- Companions reacting not just to what you do, but to your accumulated pattern of decisions.
Research on narrative engagement in games notes that players respond strongly to persistent consequences that acknowledge their earlier choices, enhancing immersion and emotional investment.5 If Divinity expands this side of design, “bigger” could mean denser narrative possibility space rather than just more map icons.
3. Smarter Systems for Exploration and Backtracking
In a huge RPG, how you move through the world matters a lot. Effective solutions might include:
- Fast travel that unlocks naturally but doesn’t trivialize exploration.
- Smart quest tracking that distinguishes critical paths from optional diversions.
- Diegetic tools—like in-world guides, maps, or divination magic—to help players remember what they were doing after a break.
These systems don’t just improve accessibility; they reduce friction for players who dip in and out of the game over many months.
Returning to Divinity’s Roots While Building on BG3
Larian has hinted that the new Divinity will be welcoming to newcomers while rewarding long-time fans of the franchise. That balancing act involves:
- Reintroducing the world of Rivellon clearly, without assuming prior knowledge.
- Weaving in callbacks, recurring factions, or long-running story threads for veterans.
- Possibly evolving familiar systems like environmental interactions and turn-based combat.
Because the studio is no longer tied to the constraints of D&D rules, the new Divinity can experiment more freely with character building, magic, and enemy design. That might mean:
- New class archetypes not limited by tabletop balance.
- Magic systems that tie into the setting’s metaphysics (for example, the significance of Hellstone hinted at in early reveals).
- Encounters tuned specifically for digital play rather than tabletop translation.
Done well, this could let Divinity feel both familiar to fans of Baldur’s Gate 3’s tactical combat and distinct enough to establish its own new identity.
How an Even Bigger Divinity Could Shape the Future of CRPGs
If Divinity successfully surpasses Baldur’s Gate 3 in both scope and quality, it will likely cement Larian as one of the defining studios for narrative-rich CRPGs. That has broader implications for the genre and industry.
Raising Expectations for Reactivity and Choice
Baldur’s Gate 3 already raised player expectations for how much their choices should matter. A Divinity game that’s bigger and more reactive could push those standards even higher, influencing:
- How other studios approach branching narratives and companion design.
- Publisher willingness to fund large, story-driven projects.
- Future licensing deals for tabletop RPG adaptations.
At the same time, the cost and complexity of such projects may mean fewer studios can compete at this scale, reinforcing a trend where a handful of companies dominate specific high-budget niches.
Hybrid Models: Long Campaigns, Modular Play
An enormous Divinity game could also nudge the genre toward more modular experiences. For instance, we might see:
- Acts designed almost like standalone campaigns that can be replayed or purchased separately in future entries.
- Post-launch expansions that slot naturally into the world without feeling tacked on.
- Community tools or modes that let players remix content, extending the game’s lifespan.
These approaches align with broader trends toward live-service elements and long-tail engagement—though Larian has publicly emphasized premium, complete releases rather than traditional live-service monetization.
Should Players Be Nervous or Excited About a Bigger Divinity?
For players who poured over 1,000 hours into Baldur’s Gate 3, excitement about Divinity’s scale is naturally tempered by questions:
- Will I have time to play something even bigger?
- Can Larian maintain quality and reactivity at that scale?
- Will the game respect my time, or will it feel like an endless checklist?
The answers will depend on how well Larian applies what it learned from Baldur’s Gate 3’s development—about pacing, difficulty spikes, quest structure, and technical polish. Yet the studio’s track record of iterative improvement across its last three major releases gives substantial reason for optimism.
If Divinity can combine the density and reactivity of Baldur’s Gate 3 with smarter structure and better on-ramps for new and returning players, it won’t just be bigger; it could become a new benchmark for modern RPG design.
Key Takeaways for Fans Watching Divinity’s Development
- Larian’s new Divinity is positioned as its biggest RPG yet, potentially outscaling even Baldur’s Gate 3 in act size and narrative breadth.
- Technical maturity and IP ownership give the studio more freedom than it had during its D&D collaboration.
- Bigger does not have to mean bloated if the game focuses on act structure, meaningful reactivity, and smart exploration systems.
- Player time and fatigue will be critical factors; respecting busy schedules may be as important as adding new content.
FAQ: Larian’s New Divinity vs. Baldur’s Gate 3
Will Divinity be longer than Baldur’s Gate 3?
Larian has indicated that the new Divinity will be its biggest game yet, and that there is effectively no cap on how large an act can be. That strongly suggests a campaign at least comparable in length to Baldur’s Gate 3, and possibly longer, though the exact number of hours will depend heavily on your playstyle and how much optional content you pursue.
Do I need to play previous Divinity games to understand the new one?
Larian has suggested that the upcoming Divinity is designed to be approachable for newcomers while rewarding veterans with deeper context. You should be able to start with this game without prior knowledge of Rivellon, though players familiar with Divinity: Original Sin and its sequel will likely recognize returning themes, factions, or lore.
Will Divinity use the Dungeons & Dragons rules like Baldur’s Gate 3?
No. Baldur’s Gate 3 was built on the D&D 5e ruleset under license from Wizards of the Coast. Divinity is set in Larian’s own Rivellon universe and will use a proprietary rules system tailored to that setting, similar in spirit to the Original Sin games but potentially expanded with new mechanics.
Is the new Divinity going to be turn-based like Baldur’s Gate 3?
Larian is best known for its turn-based combat in Divinity: Original Sin and Baldur’s Gate 3, and early impressions strongly suggest the new game will stay in that tactical tradition. Until detailed gameplay is shown, though, the exact implementation of combat—pace, camera, and system depth—remains to be confirmed.
Should I be worried that Divinity will be too big to finish?
The sheer size of the new Divinity may feel intimidating, especially for players with limited free time. However, if Larian structures the game with self-contained acts, clear story arcs, and smart quest tracking, it can offer satisfying partial experiences even if you never see every possible quest or ending. Ultimately, the value of the game will depend more on the quality of each hour than on the total number of hours available.
References
- The Game Awards 2023 Winners — The Game Awards. 2023-12-07. https://thegameawards.com/nominees/game-of-the-year
- BAFTA Games Awards Winners 2024 — British Academy of Film and Television Arts. 2024-04-11. https://www.bafta.org/games/awards/2024-nominations-winners
- Game Development Software Trends 2023 — International Game Developers Association (IGDA). 2023-06-20. https://igda.org/resources
- Video Games: The Next Stage of Growth — Deloitte Insights. 2022-11-15. https://www2.deloitte.com/global/en/insights/industry/technology/video-game-industry-growth.html
- Player Engagement Patterns in Large-Scale Games — Entertainment Software Association. 2023-04-10. https://www.theesa.com/resources/

