"All the companies out there were like, 'It's a single-player RPG, it's not going to do that big in numbers, and Wizards owns the IP. So why are we spending our money to increase the value of their IP? Why don't we do our own IP?'" he recalls, to PCGamer.
Those companies are right, and this is exactly why Larian passed on DLC for BG3 and moved straight to Divinity. Why pay out a cut when you're riding high and can work on a game where you don't have to? Narrowing your margins like that is the kind of thing that can sink a studio.
It's also an especially tough ask in a style of game where a given player isn't going to see the majority of the content in the game because everything's branched out. I hope people appreciate BG3 for the rare bird it is, because studios are rarely insane enough to take the kind of swing Larian did on it.