Sven Vincke: Larian does not want to sacrifice narrative quality for scale
Last month at the The Game Awards 2025 ceremony, a new Divinity was announced.
At the same time, developers from Larian declared that it is the most ambitious game in the studio's history. Unsurprisingly, this statement did not go unnoticed by players who questioned the quality of the narrative component.
Since the announcement, Larian employees have continued to respond to questions from interested fans. This time, the studio head Sven Vincke himself got in touch, promising that the creators are making every effort not to trade scale for storytelling quality:
@Kebab_Lover_: I want to start by saying that I am a huge fan of the studio and have literally spent thousands of hours on your games. At the same time, I would be very grateful if you could find the time to answer one (long) question: how do you plan to expand the scope of the game and player freedom without sacrificing a high level of emotional depth in each story branch? Is it even possible to find a balance between "almost infinite freedom of action" and the integrity of a deep and impressive story?
Sven Vincke (Swen Vincke): We truly strive for greater variability, and you’re right that it’s not easy to ensure the same narrative quality in every single branch. But we are doing everything we can to achieve this. I think any narrative tricks are largely offset by players’ understanding that they arrived at a certain outcome because of their choices, not because they were railroaded onto certain tracks.
There is no release date for Divinity yet. As with the studio's previous games, the title will go through an early access phase, which will begin no earlier than 2027.