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Larian says its next Divinity RPG could go much bigger than Baldur’s Gate 3

By Aimirul|
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Larian Studios might be cooking up an even more ambitious RPG than Baldur’s Gate 3, and honestly, that is equal parts exciting and terrifying.

In comments highlighted by Edge and picked up by GamesRadar, Larian technical director Bert van Semmertier said the studio has now removed a long-running engine limitation for its next Divinity project. The big detail here is simple, but the impact could be massive: future acts are no longer boxed in by the same technical restriction that affected Baldur’s Gate 3.

For BG3, one of the old multiplayer limits was that players could not move across acts separately. If one player wanted to push ahead, the whole party basically had to transition together. That might not sound like a huge deal at first, especially if your squad already plays everything as a group, but it had wider effects behind the scenes. According to van Semmertier, it influenced how Larian built the world and structured the story.

That same restriction also made life harder for modders, especially for bigger custom campaign ambitions. Fans of Larian’s older games, especially Divinity: Original Sin 2, will know custom campaigns were a major part of the fun. So when BG3 modders started aiming for larger projects, those technical walls definitely did not help.

The good news is that Larian says this is no longer a problem in the next version of its in-house Divinity Engine. Van Semmertier said the limitation has been removed completely, adding that there is now no limit on how large an act can be.

Yeah bro, that is the kind of quote that makes RPG fans immediately start losing it.

It also tells us something important about how Larian works. The studio is not trying to win the graphics arms race at all costs. Van Semmertier explained that Larian intentionally stays a bit behind the cutting edge visually, instead of chasing the most extreme rendering tech possible. That is a conscious tradeoff. Rather than burning resources trying to out-flex every AAA studio on ray tracing and visual spectacle, Larian focuses on building systems, simulation, reactivity, and scale that fit the team’s vision.

Because Larian owns its engine, it can reshape the tech around what the game needs. If the team wants more simulation, more characters in one place, or a different world structure, they can sit down and build toward that. That flexibility matters a lot more for a choice-heavy RPG than just making every puddle reflect in ultra-HD.

For Malaysian and SEA players, this is why the news matters. RPG fans here already sink absurd hours into games like Baldur’s Gate 3, especially once the Steam sales hit and the Discord groups start sharing broken builds. If Larian’s next Divinity really leans into bigger acts, fewer structural limits, and better support for large-scale campaigns, it could mean an even fatter game to explore with friends, and maybe a healthier future for modding too.

That last part is a big deal. In this region, long-tail games survive because communities keep them alive, not just because of launch hype. Mod support, replay value, and co-op flexibility matter way more than flashy benchmark screenshots. If Larian can deliver a huge RPG that feels less restricted in multiplayer and more open for creators, SEA players will absolutely eat that up.

We still do not know how large this next Divinity game will actually be. But based on what Larian is saying, the ceiling is clearly much higher now than it was before. After Baldur’s Gate 3 already swallowed hundreds of hours from players worldwide, the idea of an even bigger Larian RPG is kind of gila, in the best way.

Source: GamesRadar

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Larian StudiosDivinityBaldur's Gate 3RPG