Even now, with Baldur's Gate 3, the studio is still squeezing in features from Ultima 7.
The 1980s were a halcyon age for playground liars, yet to be thwarted by the instantaneous fact-checking power of the internet. Some claimed they had an uncle at Nintendo; Swen Vincke's friend made up a computer game where you could do anything. He spun a tale about a D&D-style adventure on which he had met an AI character who could not only speak, but respond to questions."He was having me on," Vincke remembers,"but I believed him.
"There was so much freedom," Vincke says."It was non-linear, and you had to interrogate characters to know what you needed to do. You had a party that reacted to what you were doing. It pretty much fit what my friend had told me about so many years before." Vincke made it his career goal to carry the baton for Ultima VII. It was to be a tough run. Larian set up shop at a time when the RPG genre was still in thrall to Diablo, and that influence was palpable in the studio's first Divinity game, which relegated its interactive world to the periphery."The only thing you could get sold was an action-RPG," Vincke says.
"There were dynamic objects in Divinity II: Ego Draconis, but they were very limited," Vincke recalls."We didn't have the full arsenal of tools that we needed. It was a very different direction from where all the engines were going back in the day. There was always that fight."Since kickstarting Divinity: Original Sin, however, Larian has built and expanded its own engine, enhancing its systemic capabilities with each new game.
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