Gaming IndustryThe wild successes of Helldivers 2 and Baldur’s Gate 3 send a clear message: Let devs cookWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
Gaming IndustryThe wild successes of Helldivers 2 and Baldur’s Gate 3 send a clear message: Let devs cookWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Arrowhead, Larian)

Like many at PC Gamer, I’ve been enjoying a healthy amount of Helldiving the last two months. Whether I’m shoulders-deep in pulped bug biomass or cowering beneath a storm of automaton energy bolts, Helldivers 2 has been a refreshing surprise. I expected Helldivers 2 to be good, but not “unforeseeable appeal that knocks out back-end servers and leaves players in a weeks-long login purgatory” good—similar to how I couldn’t imagine Baldur’s Gate 3 consuming the entire gaming consciousness for the tail end of last year.
Helldivers 2 isn’t an anomaly. It’s the product of 13 years spent honing the craft of creating jolly, gratuitous meat grinders
Helldivers 2 isn’t an anomaly. It’s the product of 13 years spent honing the craft of creating jolly, gratuitous meat grinders
While Helldivers 2 and Baldur’s Gate 3 might look like sudden jackpot successes, they’re testaments to what can be achieved through continued, devoted iteration. They’re the products of development teams honing their collective craft across a decade or more. Arrowhead and Larian are studios who had the willingness—and all-too-rare freedom—to gamble on chasing a singular creative vision until the bet finally paid off, even if that sometimes meant risking bankruptcy.Oh, and they held onto the devs making their games. That probably helps. Who knew?
Arrowhead: The house Magicka built
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Developing the next surprise blockbuster is an easier problem to tackle if, like Arrowhead, you’ve basically been refining the same game since Obama was president. Helldivers 2 was a surprise to me, but it wouldn’t have been if I’d remembered that my history with Arrowhead games goes back more than a decade. Even though I’d played and loved it back in 2011, it took a casual mention from my editor to realize that, oh shit, these are theMagickafolks!As I rotated the two very different-looking games in my mind, cubelike, their similarities crystallized. In hindsight, Magicka’s DNA is visibly threaded across everything Arrowhead’s made. Mid-combat key combos to combine elemental magic would evolve into the ordinance input sequences in Helldivers, producing the same slapstick carnage. Magicka’s farcical fantasy was a premonition of the Helldivers sci-fi satire. And when Arrowhead drifted from the Magicka model, it was still improving its art of gratuitous multiplayer action in the firefights of Showdown Effect and co-op dungeon crawling in Gauntlet.Helldivers 2 isn’t an anomaly. It’s the product of 13 years spent honing the craft of creating jolly, gratuitous meat grinders where you punch in frantic button combinations to turn your foes and friends gleefully into mulch. The camera angle changed and now it’s orbital strikes instead of elemental spells, but Arrowhead’s been chipping away at the same block.
Larian: Ultima aspirations

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Keeping game devs around sure seems to help when you’re making games. Weird!
Keeping game devs around sure seems to help when you’re making games. Weird!
For both studios, those years spent pursuing the same creative visions meant that they could make the most of the major clear increases in production scale on their latest projects. They’d already had gold in their hands, but too few people could see its glimmer from an isometric camera angle.
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It’s hard to overstate that Larian and Arrowhead were in unique positions to maintain creative control over how to deploy those additional resources. Unlike many development studios—really, unlike most studios in their tier of production—Arrowhead and Larian are private, independently-owned operations.Bloombergdescribed Larian as a “unicorn” company: With CEO and creative director Swen Vincke as its majority shareholder, Larian’s strategy and goals are entirely self-determined, leaving the studio free to “make creative decisions on the game without having to compromise due to financial pressures.”
Arrowhead, while smaller, enjoys a similar freedom with founder Johan Pilestedt as its CEO and creative lead.
Strong rosters
Image1of2The Arrowhead team(Image credit: Arrowhead)Members of Larian’s Dublin office(Image credit: Larian Studios)
Image1of2The Arrowhead team(Image credit: Arrowhead)Members of Larian’s Dublin office(Image credit: Larian Studios)
Image1of2
The Arrowhead team(Image credit: Arrowhead)Members of Larian’s Dublin office(Image credit: Larian Studios)
The Arrowhead team(Image credit: Arrowhead)Members of Larian’s Dublin office(Image credit: Larian Studios)
The Arrowhead team(Image credit: Arrowhead)
The Arrowhead team(Image credit: Arrowhead)
The Arrowhead team(Image credit: Arrowhead)
The Arrowhead team(Image credit: Arrowhead)
The Arrowhead team(Image credit: Arrowhead)
Members of Larian’s Dublin office(Image credit: Larian Studios)
Members of Larian’s Dublin office(Image credit: Larian Studios)
Members of Larian’s Dublin office(Image credit: Larian Studios)
Members of Larian’s Dublin office(Image credit: Larian Studios)
Members of Larian’s Dublin office(Image credit: Larian Studios)
(Image credit: Future)

There are some asterisks here: Those percentage figures assume I was able to separate studio staff from contract employees and interns—a process that’s a little like reading tea leaves when, for example, “additional work” can be defined in any number of ways, depending on the studio’s convention. What’s less vague, however, is the fact that nearly every Larian employee who was first credited on Original Sin 2 and then on Baldur’s Gate 3 appears to have gotten a promotion along the way.
Those percentages stand stark against the backdrop of the ongoing devastation ofgame development layoffs—the latest dark chapter in an industry notorious for burnout, high turnover, and general career turmoil. A2023 IATSE surveyof games workers found that “less than half of respondents had made it to their seventh year in the business,” with two years being the most commonly reported career length. 42% of respondents described a lack of promotion opportunities at their workplace, with 37.9% of respondents characterizing working in games as unsustainable.With their breakaway successes, Helldivers 2 and Baldur’s Gate 3 are testaments to what game developers can achieve when they have the ability to continue honing their craft. Of course, they can also leave you wondering: If more devs were given that chance, how many more of those successes would we see?
TOPICSLarian Studios
TOPICS
PRODUCTSBaldur’s Gate 3Helldivers 2Divinity: Original Sin 2Divinity: Original SinMagicka
PRODUCTS
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