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Larian's "Leaked" RPG Plans

A post to the Larian Studios blog by Swen Vincke talks about unannounced future plans for the developer following the success of Divinity: Original Sin, saying two more RPGs are in the works following their RPG sequel (thanks Eurogamer). The headline refers to the revelations being "leaked" and Vincke refers to their plans as "secret," but neither of those terms actually apply to things you come out an announce, though he is still keeping things close to the vest for now. He does say both games will use improved versions of the engine from Divinity: Original Sin, and that each will also be coming to Linux and consoles:

Fixing things is not all we’re doing however, far from it. We’re not hiring all those people just to transform D:OS in a better experience, no, obviously we’re also working on our new RPGs.

Notice the ‘s’. It’s intentional and while I’d love to tell you more about them, I need to refrain for fear of losing whatever press momentum we’ll be able to muster when we’ll announce them. But there’s one I thing I can already tell you, and it fits well with the second big thing we’re doing to improve the quality of our future offerings – both RPGs are being built on top of the D:OS engine.

It’s an important thing, because it means that whatever we fix in D:OS, will automatically be present in our new RPGs. It also means that we can spend most of our resources on developing new cool stuff without having to reinvent things that worked well already. And it immediately gives us a rationale for putting unreasonable amounts of effort in fixing the things we didn’t do that well in D:OS, meaning our existing players will continue to get improved gameplay for as long as we can maintain compatibility. Furthermore, it also means that the toolset is going to be improved for a long time to come and so eventually we’ll get more and better mods. We’ll even have a Linux version ;)

We call it the secret Larian plan which now obviously isn’t that secret anymore, if ever it was. Our goal is to make new campaigns based on the same core single- and multi-player RPG engine which continuously gets improved, to perfect the rulesets driving it and to increase the amount of stuff you can do in our RPG worlds, all the while making the lore and universe(s) more solid. That latter (s) btw is something that may or may not materialise, so don’t wonder about it too much right now ;)

There’s tons of stuff we can do in the type of gameworlds we pioneered with D:OS and we intend to show that it was a mistake to abandon this type of gameplay in the beginning of the century, taking full advantage of the effort we already poured into D:OS.

You’re not going to see huge animated movies with barely interactive worlds from us in which millions of dollars go to cutscenes. Instead, you’ll see dense, highly interactive worlds where the amount of possible interactions continuously increases and your freedom to do as you want approaches that of a pen & paper RPG. That too costs a lot, but it yields gameplay which is much more up my alley and thankfully, there are a lot of you who enjoy it. As long as that is the case, we’ll keep on making games like this.

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