Larian Studios talk about their post-Divinity plans
Swen Vincke, the founder of Larian Studios wrote a blog post in which he spoke of Divinity: Original Sin’s success and the developer’s plans for the future. In the blog post, he praises Divinity’s sales, stating that the game sold over 1 million copies by now, mostly through Steam. He also adds that the company is in profit and that they are already planning on funding their next game with the earned money. Vincke also launches a little irony towards the skepitcs who believe that turn-based fantasy RPG’s don’t sell and that a developer like Larian can’t bring a game on the market without a big publisher behind them.
Vincke also went on talking about Larian’s plans for the future. He stated that they are going to continue supporting Divinity: Original Sin for a longer time. This is because they consider that it is the framework on which they will build their next games. He says that they are testing to see if a big screen version of co-op would work well, since they believe that it’s a better experience than playing co-op in LAN. Larian will improve the engine and add a few extra features to to Divinity: Original Sin, features that will make this game better and will also be used to improve future projects.
In the next couple of years, Larian is going to improve their RPG craft, creating better game worlds with new and innovative gameplay. According to Vincke, in the last few months they have been expanding their development force. He also adds that they don’t plan on using Kickstarter for future projects, because now they have the funds to make their own games. In addition to this, Vincke says that crowdfunding should only be used by those who really need it. He states that they would only appeal to this method again should they need extra funds after they have invested themselves in the project.
Vincke ends his post by stating that developers like him should try to avoid working with third parties. He states that working mostly by yourself spares you of a lot of trouble, underlining that half of the problems risen during Divinity’s development were due to them involving a lot of third parties.