15 Discoveries Made Regarding Divinity

15 Discoveries Made Regarding Divinity


New details keep emerging about Larian Studios’ upcoming RPG, thanks to a [January AMA](https://www.reddit.com/r/Games/comments/1q870w5/larian_studios_divinity_ama/) with several leads from the development team on Reddit. The game is currently in full production, and the creators of [Baldur’s Gate 3](https://kotaku.com/baldurs-gate-3-bg3-review-dungeons-dragons-rpg-larian-1850726491) are considering the timing for revealing the initial glimpses of actual gameplay. In the meantime, there are plenty of insights to digest from the latest Q&A, including discussions on co-op play, companion romances, and a potential Switch 2 port. Here’s everything new we recently discovered [about Divinity](https://kotaku.com/divinity-larian-trailer-turn-based-rpg-release-date-2000653105).

## Hand-crafted loot could make a comeback
Loot in *Divinity: Original Sin 1* and *2* was randomized, but Larian aims to implement a system similar to *Baldur’s Gate 3* for *Divinity*. “The *BG3* strategy of handcrafting every magic item was effective, and it’s something we’ve aspired to for *DOS2*,” stated head of design Nick Pechenin. “What we found while working on randomized loot for *DOS1* and *DOS2* is that complete randomization often leads to confusion, prompting us to create more rules and predefined patterns to enhance its intentionality. Ultimately, randomization didn’t save us as much time as we expected.”

## It’ll be developed with the same engine as *Baldur’s Gate 3*
Larian will continue to refine its existing Divinity Engine for the new game. It is not transitioning to Unreal Engine like some other RPG developers.

## Native keyboard movement controls?
Head of gameplay Artem Titov simply stated “no.”

## Naturally, *Divinity* will feature co-op
Following the trend of earlier titles, the next RPG will also support multiplayer at launch. “The number of players participating will depend on the final party size,” stated scripting director Bert Stevens. “However, since modding is part of this project as well, players will essentially have the freedom to expand this. There is no strict limit to the number of co-op players.”

## The aim with gameplay is to “embrace the chaos”
For those who enjoy completing quests in non-linear ways and forging their own path through a game, *Divinity* will uphold Larian’s tradition of embracing unique player behaviors. “The first thing we usually do during playtests is to run scenarios out of order, break them in every possible way, and see how far we can stretch the limits of what’s feasible,” noted writing director Adam Smith. “The greatest satisfaction I get is witnessing someone stray so far off the standard path that they believe we’ve lost track of them, only to discover something we placed there specifically for them.”

## *Divinity* might include swimming?
When a fan inquired about the new *Divinity* mechanic that Larian is most proud of, Pechenin provided a vague response. “There was something that troubled me while exploring the initial areas of *DOS1*, *DOS2*, and *BG3*,” he wrote. “It’s obvious if you think hard about it. In *Divinity*, I can finally accomplish what I wanted to do in all previous games.” Given that all three games begin near a beach, some speculate he refers to finally being able to dive into the water.

## It’s eliminating the magic armor system
*Divinity: Original Sin 2* introduced a mechanic separating armor for physical and magical damage. Thankfully, this will not be present in *Divinity*. “There will be methods to shield your characters from damage, but you won’t need to wait before you can unleash your exciting skills on enemies,” Pechenin wrote. “We are still developing a system that ensures you’ll need to exert more effort to stunlock solo bosses with level 1 skills, but it will not be linked to damage.”

## What about the tone?
The initial cinematic trailer presented a very dark and R-rated atmosphere. Will the remainder of the game follow that theme? According to Smith, *Divinity* definitely aims to be more “grounded” and incorporate some “folk horror elements,” while still containing ample humor, tragedy, and other emotional nuances. “I laughed out loud while reviewing a dialogue this morning!” he wrote. “I mentioned in a response to another question that a game of this scale needs significant tonal diversity.”

## How will the camera function in *Divinity*