‘I think this one is going to be way better’ than ‘Baldur’s Gate 3,’ Larian CEO Vincke says
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At first, Larian had planned to continue working with Hasbro’s Wizards of the Coast division on Dungeons & Dragons, but Vincke said he and his team spent a few months working on a new project before realizing they weren’t feeling the excitement they once did. “Conceptually, all of the ingredients for a really cool game were there except the hearts of the developers,” he said. They abandoned that game last year and pivoted to Divinity, a franchise that Larian also happens to own.

It’s crazy they have the finances to be working on a D&D franchise game and decide “…Nah. Let’s do something else.”

They recently switched to a new engine…

Uh oh.

I know folks like to hate on Unity, and Borderlands 3. Rightfully so. But let me list out some “in house engine” releases:

  • Cyberpunk 2077, which Nvidia backing

  • Mass Effect Andromeda, after previously being Unreal

  • Starfield

  • Paradox Grand Strategy, like Stellaris

  • A “smaller studio” example, Distant Worlds 2

All these drug their developers through hell, and we’re still technical messes at release. And after.

Now let’s look at some others:

  • KCD2: CryEngine

  • Expedition 33: Unreal

  • Black Myth Wukong: Unreal

  • Stray: Unreal

  • As a “smaller studio” example, Satisfactory: Unreal

…I’m just saying. Making a modern engine from scratch is hard. There are just too many things to worry about. And the record of “RPG studios rolling a new in house engine” is not great.

So what I hope this means is Larian moving to CryEngine or something like that, and not making something from scratch. But if they’re talking about early access so soon, I bet they licensed another engine.

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…I’m just saying. Making a modern engine from scratch is hard. There are just too many things to worry about. And the record of “RPG studios rolling a new in house engine” is not great.

Larian’s track record is good. They used an in-house engine for Divinity: Original Sin, Divinity: Original Sin 2, and Baldur’s Gate 3. They also made their own game engine for their older Divinity titles (Divine Divinity and Beyond Divinity). And Vincke attributes at least part of their success to using in-house tools instead of “off the shelf” engines.

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Re D&D,

It’s because Hasbro gutted the D&D division and burned their goodwill with Larian. https://www.pcgamer.com/theres-almost-nobody-left-ceo-of-baldurs-gate-3-dev-swen-vincke-says-the-dandd-team-he-initially-worked-with-is-gone-due-to-hasbro-layoffs/

Hasbro could have done nothing and made a bunch of money, but they chose temporary short term gains. Baldur’s Gate 4 will arrive far sooner than you think, and it will be terrible.

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WTF. That’s awful, and also totally baffling. “This single game is responsible for a huge chunk of revenue and introducting countless people to D&D; let’s lay off its staff and leadership.”

Baldur’s Gate 4 will arrive far sooner than you think, and it will be terrible.

What do you mean by this? An outsourced spinoff is already in the works? I don’t see that in the linked article.

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Nothing has been announced as far as Baldur’s Gate 4 goes yet. It looks like Hasbro is being a little bit smart and are going to try and make (“make”) a handful of other smaller games, like the recent Warlock game announcement.

But at some point Baldur’s Gate 4 will be announced, but Hasbro isn’t going to be willing to invest properly into it in order to make a good game.

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21d

like the recent Warlock game announcement.

That’s a very… abstract trailer.

Yeah, I’m suspicious too.

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They said very little about what that new engine entails, but much like Starfield, I suspect it’s largely reusing their old engine and only remaking select parts of it. Larian is doing something in the RPG space that, to me, makes nearly all of their competitors feel outdated, and it makes sense to me to make their own engine to do that as efficiently as possible. To make one of their games in an off the shelf engine like Unreal, with all of the bespoke physics objects and the ways every entity interacts with spells, elements, and other effects, could easily result in huge performance costs above and beyond what we saw in Act 3 of BG3.

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Depends how much they “redo”.

I’m utterly terrified of them pulling an Andromeda/2077 and getting stuck in dev hell trying to debug the new engine bits instead of actually building the game. This is the advantage of prebuilt engines: someone else has already one all the hardware support/optimization and contemporary architecture stuff for you.

I’m less afraid of them pulling a Starfield, I suppose. The “divinity engine” in BG3 already runs okay. It’s not sleek like CryEngine KCD2, but it doesn’t feel janky or dated either, and even the mildest refresh over BG3 would be fine.

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Much less is determined by engine than the average person thinks. Andromeda wasn’t a new engine; it was an engine that was made to make Battlefield games that then had to be used to make action RPGs and racing games after the fact. Capcom made an engine for the games they had in mind 10 years ago, and it’s fantastic at Resident Evil, Devil May Cry, and even serving as an emulation wrapper, but it’s showing cracks under the support for open world games that they added more recently. Larian’s engine is made to support the systems driven RPGs they conceptualized in the early 2010s, and there’s little chance some other engine will do it just as well or better without plenty of custom code anyway. Ask Digital Foundry about all of the “optimization” Unreal 5 has done for developers already.

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This is a fair point. When I made the original comment, I didn’t realize their in house engine went so far back:

https://en.wikipedia.org/wiki/Divinity_Engine

If they can shoehorn in something akin to KCD2’s or Satisfactory’s Global Illumination, but keep their dev workflows and existing systems in place, that’d be perfect.

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From the other Larian article in this community, it seems their engine improvements are largely things that they claim will allow them to iterate on ideas faster, like going right from mocap to a usable animation more quickly.

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That sounds excellent.

I truly love that Larian leadership frames everything they talk about around devs and their needs/wants. Another D&D game? “Oh, that’s great and all, but our devs hearts weren’t in it so we dropped it like a rock.” New engine? They ramble about improvements to dev workflows. It is so obviously a top priority.

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Keep in mind that also comes with Vincke championing AI, and though he says no genAI assets will make it to the final product, there’s still some dissent. Here’s hoping though.

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Well that can be reasonable. Obviously don’t vibe code an engine, but LLMs are great for basic code autocomplete, or quick utility scripts, things like that.

Really specialized AI (not LLMs/GenAI) can be great at, say, turning raw mocap into character animations. Or turning artist sketches into 3D models. Cogs in their pipeline, so to speak, which has nothing to do with GenAI slop making it into a final product.

The line is very fine though, and most in the business world skew to the side of pushing slop.

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