{"id":27020,"date":"2026-01-10T04:33:04","date_gmt":"2026-01-10T04:33:04","guid":{"rendered":"https:\/\/gaitgames.com\/?p=27020"},"modified":"2026-01-10T04:33:04","modified_gmt":"2026-01-10T04:33:04","slug":"15-discoveries-made-regarding-divinity","status":"publish","type":"post","link":"https:\/\/gaitgames.com\/?p=27020","title":{"rendered":"15 Discoveries Made Regarding Divinity"},"content":{"rendered":"<div class=\"media_block\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/01\/15-discoveries-made-regarding-divinity.jpg\"><\/div>\n<p><img decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/01\/15-discoveries-made-regarding-divinity-1.jpg\" \/><br \/>\nNew details keep emerging about Larian Studios\u2019 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\u2019s 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&amp;A, including discussions on co-op play, companion romances, and a potential Switch 2 port. Here\u2019s everything new we recently discovered [about Divinity](https:\/\/kotaku.com\/divinity-larian-trailer-turn-based-rpg-release-date-2000653105).<\/p>\n<p>## Hand-crafted loot could make a comeback<br \/>\nLoot in *Divinity: Original Sin 1* and *2* was randomized, but Larian aims to implement a system similar to *Baldur\u2019s Gate 3* for *Divinity*. \u201cThe *BG3* strategy of handcrafting every magic item was effective, and it\u2019s something we\u2019ve aspired to for *DOS2*,\u201d stated head of design Nick Pechenin. \u201cWhat 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&#8217;t save us as much time as we expected.\u201d<\/p>\n<p>## It\u2019ll be developed with the same engine as *Baldur\u2019s Gate 3*<br \/>\nLarian will continue to refine its existing Divinity Engine for the new game. It is not transitioning to Unreal Engine like some other RPG developers.<\/p>\n<p>## Native keyboard movement controls?<br \/>\nHead of gameplay Artem Titov simply stated \u201cno.\u201d<\/p>\n<p>## Naturally, *Divinity* will feature co-op<br \/>\nFollowing the trend of earlier titles, the next RPG will also support multiplayer at launch. \u201cThe number of players participating will depend on the final party size,\u201d stated scripting director Bert Stevens. \u201cHowever, 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.\u201d<\/p>\n<p>## The aim with gameplay is to \u201cembrace the chaos\u201d<br \/>\nFor those who enjoy completing quests in non-linear ways and forging their own path through a game, *Divinity* will uphold Larian\u2019s tradition of embracing unique player behaviors. \u201cThe 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&#8217;s feasible,\u201d noted writing director Adam Smith. \u201cThe greatest satisfaction I get is witnessing someone stray so far off the standard path that they believe we\u2019ve lost track of them, only to discover something we placed there specifically for them.\u201d<\/p>\n<p>## *Divinity* might include swimming?<br \/>\nWhen a fan inquired about the new *Divinity* mechanic that Larian is most proud of, Pechenin provided a vague response. \u201cThere was something that troubled me while exploring the initial areas of *DOS1*, *DOS2*, and *BG3*,\u201d he wrote. \u201cIt\u2019s obvious if you think hard about it. In *Divinity*, I can finally accomplish what I wanted to do in all previous games.\u201d Given that all three games begin near a beach, some speculate he refers to finally being able to dive into the water.<\/p>\n<p>## It\u2019s eliminating the magic armor system<br \/>\n*Divinity: Original Sin 2* introduced a mechanic separating armor for physical and magical damage. Thankfully, this will not be present in *Divinity*. \u201cThere will be methods to shield your characters from damage, but you won\u2019t need to wait before you can unleash your exciting skills on enemies,\u201d Pechenin wrote. \u201cWe are still developing a system that ensures you\u2019ll need to exert more effort to stunlock solo bosses with level 1 skills, but it will not be linked to damage.\u201d<\/p>\n<p>## What about the tone?<br \/>\nThe 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 \u201cgrounded\u201d and incorporate some \u201cfolk horror elements,\u201d while still containing ample humor, tragedy, and other emotional nuances. \u201cI laughed out loud while reviewing a dialogue this morning!\u201d he wrote. \u201cI mentioned in a response to another question that a game of this scale needs significant tonal diversity.\u201d<\/p>\n<p>## How will the camera function in *Divinity*<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><img decoding=\"async\" src=\"https:\/\/gaitgames.com\/wp-content\/uploads\/2026\/01\/15-discoveries-made-regarding-divinity.jpg\"><\/div>\n<p>New details keep emerging about Larian Studios\u2019 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\u2019s 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&amp;A, including discussions on co-op play, companion romances, and a potential Switch 2 port. Here\u2019s everything new we recently discovered [about Divinity](https:\/\/kotaku.com\/divinity-larian-trailer-turn-based-rpg-release-date-2000653105).<\/p>\n<p>## Hand-crafted loot could make a comeback<br \/>\nLoot in *Divinity: Original Sin 1* and *2* was randomized, but Larian aims to implement a system similar to *Baldur\u2019s Gate 3* for *Divinity*. \u201cThe *BG3* strategy of handcrafting every magic item was effective, and it\u2019s something we\u2019ve aspired to for *DOS2*,\u201d stated head of design Nick Pechenin. \u201cWhat 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&#8217;t save us as much time as we expected.\u201d<\/p>\n<p>## It\u2019ll be developed with the same engine as *Baldur\u2019s Gate 3*<br \/>\nLarian will continue to refine its existing Divinity Engine for the new game. It is not transitioning to Unreal Engine like some other RPG developers.<\/p>\n<p>## Native keyboard movement controls?<br \/>\nHead of gameplay Artem Titov simply stated \u201cno.\u201d<\/p>\n<p>## Naturally, *Divinity* will feature co-op<br \/>\nFollowing the trend of earlier titles, the next RPG will also support multiplayer at launch. \u201cThe number of players participating will depend on the final party size,\u201d stated scripting director Bert Stevens. \u201cHowever, 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.\u201d<\/p>\n<p>## The aim with gameplay is to \u201cembrace the chaos\u201d<br \/>\nFor those who enjoy completing quests in non-linear ways and forging their own path through a game, *Divinity* will uphold Larian\u2019s tradition of embracing unique player behaviors. \u201cThe 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&#8217;s feasible,\u201d noted writing director Adam Smith. \u201cThe greatest satisfaction I get is witnessing someone stray so far off the standard path that they believe we\u2019ve lost track of them, only to discover something we placed there specifically for them.\u201d<\/p>\n<p>## *Divinity* might include swimming?<br \/>\nWhen a fan inquired about the new *Divinity* mechanic that Larian is most proud of, Pechenin provided a vague response. \u201cThere was something that troubled me while exploring the initial areas of *DOS1*, *DOS2*, and *BG3*,\u201d he wrote. \u201cIt\u2019s obvious if you think hard about it. In *Divinity*, I can finally accomplish what I wanted to do in all previous games.\u201d Given that all three games begin near a beach, some speculate he refers to finally being able to dive into the water.<\/p>\n<p>## It\u2019s eliminating the magic armor system<br \/>\n*Divinity: Original Sin 2* introduced a mechanic separating armor for physical and magical damage. Thankfully, this will not be present in *Divinity*. \u201cThere will be methods to shield your characters from damage, but you won\u2019t need to wait before you can unleash your exciting skills on enemies,\u201d Pechenin wrote. \u201cWe are still developing a system that ensures you\u2019ll need to exert more effort to stunlock solo bosses with level 1 skills, but it will not be linked to damage.\u201d<\/p>\n<p>## What about the tone?<br \/>\nThe 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 \u201cgrounded\u201d and incorporate some \u201cfolk horror elements,\u201d while still containing ample humor, tragedy, and other emotional nuances. \u201cI laughed out loud while reviewing a dialogue this morning!\u201d he wrote. \u201cI mentioned in a response to another question that a game of this scale needs significant tonal diversity.\u201d<\/p>\n<p>## How will the camera function in *Divinity*<\/p>\n","protected":false},"author":1,"featured_media":27021,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-27020","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/27020","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=27020"}],"version-history":[{"count":0,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/posts\/27020\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=\/wp\/v2\/media\/27021"}],"wp:attachment":[{"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=27020"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=27020"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gaitgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=27020"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}