Larian Studios confirms no generative AI art will appear in its upcoming Divinity game

The Baldur's Gate 3 developer also promised co-op at launch.

Hooded figure with golden mask holding torch
(Image via Larian Studios)
TL;DR
  • Larian won't use generative AI art in Divinity and is avoiding AI tools during concept art development to prevent ambiguity about asset origins.
  • Co-op launches with the game, and the magic armor system from Divinity Original Sin 2 is gone.
  • The developer is moving toward handcrafted loot like Baldur's Gate 3 instead of randomized items and promises an even better character creator.
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Larian Studios has laid out its plans for the next Divinity game in a developer Q&A session, addressing fan concerns about AI-generated content and confirming major gameplay features.

The studio made its position clear on generative AI. “There isn’t going to be any GenAI art in Divinity,” Larian stated. The team went further, saying it will refrain from using GenAI tools during concept art development to avoid any ambiguity about asset origins.

Larian acknowledged it’s still experimenting with GenAI across departments for iteration speed and ideation. But the studio drew a hard line on what appears in the shipped game. Any AI-generated assets would only be used if trained on data Larian owns and has full consent for.

The developer confirmed co-op will be available at launch. Player count depends on the final party size, and since mod support is planned, players might be able to extend those limits beyond the default.

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Larian is abandoning one of Divinity Original Sin 2‘s most divisive systems. The magic armor mechanic won’t return. That system forced players to strip through armor before crowd control effects could work, which many felt locked away fun abilities until late in fights.

The studio said it’s working on a replacement that prevents trivial stunlocking of bosses without tying it to damage the way DOS2 did.

On itemization, Larian is shifting away from the randomized loot of the original Divinity games. The team prefers the handcrafted approach used in Baldur’s Gate 3, arguing that fully random loot becomes confusing and that intentional-feeling systems require careful design patterns anyway. The randomization didn’t save much development time either.

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The camera will work like Baldur’s Gate 3, using a hybrid of top-down and third-person perspectives. When asked about native WASD movement controls, which became hugely popular through BG3 modding, Larian simply said no.

Character creation is getting expanded. Larian promised more colors, more options, and more control than Baldur’s Gate 3 offered.

The studio confirmed mod support and said it will provide modding tools, though it hasn’t decided whether those tools launch with the game. Larian continues using its in-house Divinity Engine, making significant changes for each project rather than building new tech from scratch. Substantial physics improvements are in the works.

Tonally, Larian described the game as “more grounded” with folk horror vibes matching the reveal trailer. But the studio emphasized that large RPGs need tonal variety, aiming for moments that “laugh, frighten, shock, and delight.”

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