The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series: 'We're not going to do a piss poor job with a game that's part of an IP that we care about' (2024)

The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series: 'We're not going to do a piss poor job with a game that's part of an IP that we care about' (1)

After six years of development, Larian Studios has released Divinity: Original Sin The Board Game—a distillation of its unique approach to fantasy RPGs into a box full of cardboard and plastic. You can read my impressions of the game for a full rundown, but suffice to say, I think it's something really special. So I was grateful to get the opportunity at the launch event to talk to Kieron Kelly, publishing coordinator at Larian and the overseer of the project, about how it all came together.

Tabletop gaming is near and dear to the studio—that should probably come as no surprise. Kelly himself has been running a weekly Dungeons & Dragons game for "three years straight, maybe longer", and he's far from the only one.

"There's loads of people that DM and play D&D or other tabletop games," says Kelly. "There are plenty of board gamers, there are board game nights in the Gent and Dublin offices,and a few others. And then there's also a big contingent of Warhammer fans. So I think we've always been that type of tabletop nerd, a lot of us.

"And I think you see that in the design of our video games. So much of it is about that, trying to capture the tabletop feel where the possibilities are endless. Obviously, videogames will always have some sort of limitation, but every attempt we make is to try and limit those limitations as we go, to make the possibilities as endless as possible for the player."

The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series: 'We're not going to do a piss poor job with a game that's part of an IP that we care about' (2)

Ironically, however, translating that approach back into a board game proved more difficult than Larian was expecting. A functional version of the game was ready roughly on schedule to deliver to the game's Kickstarter backers, but Larian wasn't happy with it. The elemental effects system, based directly on the mechanics of the videogame, was much too fiddly and complicated in tabletop play, and it didn't achieve the breadth of narrative choice and consequence the studio wanted. It went back into a lengthy process of redesigning.

"Come like May, June 2021, we were like, we're not making enough changes here. It's kind of going, not in circles, but the refinements are too small for the issues that we're constantly seeing," says Kelly. "And yeah, it was like, is this going to work? Is it a good game? Are we ever gonna make this game? I mean, there was discussion about just giving out refunds."

But instead of calling it a day, Larian called on veteran board game designer Rob Daviau (Pandemic Legacy, Unmatched) to consult on the project—to help them discover how the project could be saved, and perhaps whether it was worth saving at all.

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"He said, 'Look, you have something here, you've just got too much'," says Kelly. "And it sounds easy when someone says that, but then you have to figure out what you cut, and then you have to figure out how you rebuild from what you've lost. As someone who didn't necessarily know the Divinity IP, a lot of his suggestions, as good as they were for game design, would have actually removed that identity and that heart of Divinity. And so, we had a difficult challenge of, well, okay, we know, we have something, we can take the extra step to refine it. But how do you keep that core Divinity experience?"

The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series: 'We're not going to do a piss poor job with a game that's part of an IP that we care about' (3)

Finding that answer took another three years and a whole new team of board game designers. The final game isn't a one-for-one translation—you can see where those difficult cuts had to be made to achieve a more streamlined and playable experience. But it absolutely does feel true to that spirit of Divinity, evoking both the player freedom and the intricate strategy combat while putting its own uniquely tabletop spin on them.

More than that, the game practically radiates Larian's continued love for the series. After the enormous success of Baldur's Gate 3, and the recent implication that the studio is working on new IP, longtime fans might fear that Divinity is set to be left behind. But that certainly doesn't seem to be the case. Though the board game itself is only "a small project within the company", it does seem to reflect a wider commitment to the series.

"I think Divinity has always got a close place in all of our hearts," says Kelly. "It's an IP that's obviously ours, and we care about a lot. It's one of the reasons why we took the extra time for the board game. It's like, well, we're not going to do a piss poor job with a game that's part of an IP that we care about… So I think Divinity hasn't ever left us. It's just you know, we obviously had BG3 on the go so we were focused on that. But Divinity's never an IP that we're just going to let die."

The Divinity: Original Sin board game took 6 years to make because Larian was determined to do right by the series: 'We're not going to do a piss poor job with a game that's part of an IP that we care about' (4)

Showing off the game at its launch event, it was clear to see Kelly's relief at finally being having a game the company could be really proud of. After six years, he's earned a bit of a break from all this messing about with cards and dice. So it is with a little guilt that I ask the obvious question: are there more Larian board games to come?

"The truth is, I don't know," says Kelly. "I think we've learned a lot, and it's unlike us to learn things like this and then not use that experience elsewhere. But it's also our habit, shall we say, to not talk about things until we're ready to talk about them! So if we were to do something, I don't know if we would do a Kickstarter, maybe, maybe not. But I know if we did, it would be much further along in development, that we'd be much happier with it before we did. So you know, there's a lot of lessons learned.

"And I think we're always going to be a company that makes things that excite us. And the game did excite us when we first pitched it… and it excites us now. So I think we'll always be making, we'll always be doing projects. Obviously, most of the time, that is video games, but if we ever dip our toes into other things, it will be because it excites us. And it's something we think it'd be cool to have and to make."

For more on Divinity: Original Sin The Board Game, head over to my hands-on feature.

Robin Valentine

Senior Editor

Formerly the editor of PC Gamer magazine (and the dearly departed GamesMaster), Robin combines years of experience in games journalism with a lifelong love of PC gaming. First hypnotised by the light of the monitor as he muddled through Simon the Sorcerer on his uncle’s machine, he’s been a devotee ever since, devouring any RPG or strategy game to stumble into his path. Now he's channelling that devotion into filling this lovely website with features, news, reviews, and all of his hottest takes.

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FAQs

How do you skip the Larian launcher in Divinity Original Sin 2? ›

Closing the Launcher no longer closes the game. To use this: -Right-click Divinity: Original Sin 2 in your library and select Properties... -On the GENERAL tab, add --skip-launcher in the LAUNCH OPTIONS field.

How long does it take to play Divinity: Original Sin? ›

When focusing on the main objectives, Divinity: Original Sin is about 66½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 108 Hours to obtain 100% completion.

Is Divinity: Original Sin an original IP? ›

Larian's latest board game is based on its own IP, Divinity: Original Sin – legally distinct from Dungeons & Dragons – but you don't need any knowledge of the video game to play the new board game.

How much did it cost to make Divinity: Original Sin? ›

Larian initially had 1.5 million Euros to spend on Divinity: Original Sin and hoped to build it on a budget of 3 million. In the end, the studio spent 4.5 million Euros.

How to fix Larian launcher? ›

Try resetting the launcher in the options (button with the gear icon in the bottom left of the launcher window), then exit and restart the launcher.

What is the max level in Divinity: Original Sin? ›

The max level is not 20, but rather a "soft cap". There are enough experience points to get to level 20 by just doing quests without murdering everything for experience points. if you do all of the side quests, you can end the game at level 22 and if you maximize exp gains, you can end the game at level 23.

Is Divinity a hard game? ›

There are five different difficulty modes or ways to experience the game beyond the typical easy or hard -- plus a few extras in the Definitive Edition. Unfortunately, some can be quite difficult, even for those used to playing similar-style RPGs.

How long does it take divinity to set up? ›

Divinity should be dry and set within two hours, but have patience. It may take a little longer. If you would like to try correcting a thin divinity, beat in a little bit of powdered sugar at a time until the consistency is drier and thicker, before dropping onto sheets of waxed paper again to dry.

Did Larian create Divinity? ›

Divinity is a role-playing video game series developed by Larian Studios. The franchise was introduced in 2002 with Divine Divinity.

Why is Divinity: Original Sin so good? ›

Not only does it have an impressive combat system and interesting quests, it features a reactive world that you can truly leave your mark on. Add in a winning sense of humour, well thought-out gameplay systems, and a charming aesthetic, and you're left with an RPG that would be a sin to miss.

Will there be a Divinity: Original Sin 3? ›

Divinity: Original Sin 3 is Likely Still a Ways Off

Larian founder Swen Wicke has commented on the future of the Divinity series, stating that Divinity: Original Sin 3 is going to happen, but the team will be taking a much-needed break after Baldur's Gate 3.

Why is divinity hard to make? ›

Now, making divinity comes with all kinds of warnings about humidity and weather. You can't make it if it is "too" humid or if it's raining. The moisture in the air will keep the candy from setting and drying properly.

Why is divinity 2 so expensive? ›

Because development is expensive. Also, the game is incredible. J.O.D. Because it's a good game and: People are willing to pay such price.

How many hours of playtime is Divinity: Original Sin 1? ›

The estimated time to complete all 54 Divinity: Original Sin - Enhanced Edition achievements is 80-100 hours. This estimate is based on the modal completion time from 67 TrueAchievements members that have completed the game.

How to avoid Larian launcher? ›

  1. Right click on Baldur's Gate III in your Library.
  2. Properties.
  3. Launch Options.
  4. type --skip-launcher.
Aug 15, 2023

How to launch BG3 without the launcher? ›

How to disable the Baldur's Gate 3 launcher
  1. Right-click the game in your library and select Properties.
  2. Look for the Launch Options field at the bottom of the General tab.
  3. Add "--skip-launcher" and close the properties window.
  4. Launch the game as normal.
Aug 3, 2023

How to bypass launcher Steam? ›

  1. Right-click the game in your Steam library.
  2. Click on “Properties"
  3. Scroll down the “General” tab to find “Launch Options”
  4. Type or copy and paste the following text into the “Launch Options” –skip-launcher.
Aug 17, 2023

Why does LariLauncher.exe crash? ›

Are you shutting down all non-essential programs before launching the game? Things like anti-virus, firewalls, overlays from graphics tweaking or monitoring programs, as well as chat programs, have all been known to cause issues.

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