According to Eurogamer.net, Obbe Vermeij, a former technical director at Rockstar North, has publicly praised Baldur’s Gate 3 developer Larian Studios for its decision to walk away from the Dungeons & Dragons series and not develop Baldur’s Gate 4. Vermeij, who worked on major titles like Grand Theft Auto 3, Vice City, San Andreas, and GTA 4 before leaving in 2009, called Larian’s choice a “bold move” and “very risky.” He reflected on the immense pressure to continue a successful franchise, stating it’s “easier to just keep on doing what you’re doing.” The comments came in a wide-ranging interview with Games Hub, where he also discussed his current project, a sandbox god game called Plentiful. This follows recent news that Larian is set to host an AMA in the new year regarding its controversial evaluation of generative AI tools.
The Easy Path vs. The Bold One
Vermeij’s point is brutally simple, and it cuts to the core of the entire games industry. When you have a mega-hit on your hands, the safest, most financially sensible thing to do is make another one. And another. And another. The blueprint is proven, the audience is hungry, and the shareholders are happy. So Larian saying “nah, we’re good” isn’t just unusual. It’s practically revolutionary in today’s sequel-and-remake-heavy landscape.
But here’s the thing: he’s not just talking about Larian. He’s implicitly critiquing the studio he left, Rockstar. His line about it being tempting to “put [weird ideas] into GTA rather than just launching an entirely new game” is incredibly telling. It basically frames the entire GTA series as a gravitational black hole for creativity at that company. Every cool idea gets sucked into that one universe because the risk of building a new IP from scratch is just too high. When you look at it that way, Larian walking away from Baldur’s Gate to go back to its own Divinity universe looks less like quitting and more like a strategic retreat to creative freedom.
Creative Burnout and Franchise Fatigue
This isn’t just about business models, though. It’s about human energy. Vermeij left Rockstar North in 2009, right after the crunch-heavy launch of GTA IV. You don’t need to read between the lines too hard to sense a developer who understands the soul-crushing potential of being shackled to one thing forever, no matter how successful. Making Baldur’s Gate 3 was a monumental, years-long effort. The idea of immediately diving into Baldur’s Gate 4? That’s a surefire recipe for burnout.
And let’s be honest, can you blame them? They stuck the landing in a way no one expected. Walking away at the absolute peak of acclaim is a power move. It leaves everyone wanting more and cements their reputation as artists, not just content factories. The risk, of course, is monumental. What if their next original game flops? The narrative will instantly flip to “they should have made BG4.” But that’s what makes it bold. They’re betting on their own creativity over a guaranteed payday.
The AI Elephant in the Room
It’s also fascinating that this praise comes amid Larian’s other current controversy: its dabbling with generative AI. CEO Swen Vincke says they have to evaluate it, but promises their next Divinity game won’t have AI-generated content. It creates a weird tension, right? On one hand, they’re being hailed for a profoundly human-centric creative decision (ditching the sequel). On the other, they’re wading into the most automation-focused, anti-human creative debate in the industry.
Maybe that’s the through-line, though. Larian seems fiercely protective of its *own* creative process. Using AI tools internally, in controlled ways, might be part of “empowering people to work in their own way,” as Vincke says. But outsourcing the core creative soul of their next big original world to a machine? That’s a line they won’t cross. It’s a messy, complicated stance, but it’s arguably consistent. They want control. Whether that control is exercised by walking away from a hit franchise or carefully gatekeeping new tech, the principle is the same: Larian calls the shots on Larian’s creativity.
A Rare Glimpse of Health
So what does this all mean? In an industry where “live service” and “endless content” are the mantras, Larian’s decision feels like a throwback to a healthier time. A time when a studio could make a complete, masterpiece of a game and then… move on. It’s a statement that corporate franchises shouldn’t own a developer’s identity forever.
Vermeij, now working on his own passion project Plentiful, clearly gets it. He lived the alternative. His commendation isn’t just a nice tweet; it’s a veteran seeing a younger studio avoid the trap he experienced. Whether Larian’s gamble pays off won’t be known for years. But for now, in a landscape of safe bets, it’s just refreshing to see someone shove all their chips onto a new square. We should probably cheer for that.
