
Game intel
Divinity
This caught my attention because Larian has turned Early Access from a messy testing ground into a studio-level design strategy. Swen Vincke confirming the next Divinity is likely to start in Early Access isn’t just a release plan – it signals the studio will lean on players for design shaping again, as it did with Divinity: Original Sin and Baldur’s Gate 3. That approach made BG3 a modern CRPG benchmark, but it also raises fresh questions now that Larian says it will use generative AI to help creatives.
Larian proved that letting players in early and listening – really listening — can transform scope, systems and tone. Divinity: Original Sin 2 added massive features after community feedback, and Baldur’s Gate 3 grew from a rough Act 1 into a 100+ hour narrative through iterative EA updates. For gamers, that meant buying into a living project where your reports, mods, and stream reactions shaped the final product. If you care about emergent systems, deep combat and narrative branching, Early Access isn’t a compromise — it’s a lab.
“Why now?” is the right question. Development cycles are longer, budgets are higher, and players expect frequent patches and post-launch content. Early Access spreads risk: studios can monetize earlier, test systems with real players, and sculpt high-risk systems (like action-point combat or large companion casts) before finalizing. For Larian, whose projects routinely balloon in ambition, EA gives breathing room to iterate without the pressure of a single, make-or-break launch window.

Vincke mentioned generative AI will be used for creative support. Taken at face value, that’s practical: AI can draft dialogue variations, suggest quest beats, or prototype item descriptions faster than a lone writer. But some studio staff reportedly pushed back — and rightfully so. AI tools can accelerate early drafts, yet they risk flattening voice, generating cliché content, or becoming a crutch for understaffed teams. For gamers who care about character voice and subtle choice repercussions, how Larian supervises AI output will determine whether it helps polish or dilutes the studio’s signature narrative depth.
If Larian follows its proven rhythm, expect a substantial playable slice at EA launch: core combat systems, a chunk of campaign, and tools for modders and streamers. The early version will be rough around the edges — bugs, balancing issues, missing cinematics — but it will give players agency to shape mechanics (elemental combos, AP tweaks) and story direction. If AI is used, initial text will likely be iterated on heavily by writers — watch for credits that show AI-assisted content and for rapid post-EA patches that refine tone.
I’m optimistic because Larian has a track record of using EA responsibly: BG3’s climb from a partial experience to GOTY-level polish is the best-case scenario. But optimism comes with conditions. Studio transparency about what AI is used for, clear commitments to editorial oversight, and a genuine channel where player feedback translates into measurable changes are essential. Otherwise, EA can become an endless sales tactic instead of a collaborative development phase.
Larian putting the next Divinity into Early Access is both expected and potentially good news: it means players will help shape combat and story early. Generative AI could speed creative work, but it’s not a substitute for skilled writers — and staff concerns are a red flag worth watching. If Larian keeps the transparency and iteration that made BG3 work, this could be another high-water mark for CRPGs. If not, players should be ready to vote with feedback — and with their wallets.
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