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After over 1,000 hours in Baldur's Gate 3, I'm scared to hear Larian say Divinity might be an even bigger RPG: "There is no limitation anymore on how big an act can be"

News
By Anna Koselke published 20 April 2026

Larian is "completely" removing old engine limitations for Divinity

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Baldur's Gate 3 screenshot showing Astarion, a pale white-haired vampire man with red eyes
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Although Baldur's Gate 3 is undeniably visually impressive, it isn't quite as graphics-forward as other big RPGs – but that was an intentional decision on Larian Studios' part, according to technical director Bert van Semmertier.

The lead reveals as much in a new issue of Edge, explaining that the developers "deliberately stay a bit behind the curve" with their in-house Divinity Engine – a toolset they've upgraded for Divinity now.

That's because, although Larian could try and outdo other visually stunning games with mind-boggling ray-tracing and the like, the studio opts not to so as to keep its own titles within the scope of its team's size.

After all, we're talking about a team that started with far fewer devs than most. "If the vision was to allow the simulation and rendering of hundreds of characters in a single location," though, "we would sit together with a part of the team and discuss requirements and potential solutions," van Semmertier admits.

"Having ownership over your engine allows you to do anything you want, basically." But, again, limitations just make sense sometimes.

Article continues below
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In fact, Baldur's Gate 3 itself suffered quite a big technical restriction: "A longstanding limitation we had in multiplayer is that players could not cross acts individually. You always needed to transition together as a party, and this had an impact on how we built our world and how the story needed to be structured."

I never thought of it this way personally, as my pals and I tend to progress alongside one another regardless, but I get what he means.

Folks can't just dive into Act 2 if others don't agree to do so, too, which impacts the creation of mods as well. That's one of the reasons that custom campaigns – which were largely popular in Larian's past titles like Divinity: Original Sin 2 – are taking so long to come to fruition.

Sure, we've got projects like Return to Candlekeep underway, but it's been a long road, and limitations like the multiplayer restriction van Semmertier mentions haven't helped. Thankfully, however, the technical director says Divinity – Larian's exciting upcoming RPG – won't suffer the same problems.

"In the next iteration of our engine, this is a limitation we have completely removed," as he concludes. "There is no limitation anymore on how big an act can be." That's thrilling, but admittedly also a bit daunting. I've got well over 1,000 hours in Baldur's Gate 3, and I easily spend 60 hours exploring every nook and cranny of Act 1.

It does beg the question, just how massive will Divinity be? There's no telling, I suppose, but seeing as it boasts an "even better character creator" and more, I'm guessing huge.

Baldur's Gate 3 was canceled at OG Fallout studio "because of an accounting error" – "Very suspicious on Interplay's part," says former dev

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Anna Koselke
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After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.

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