By Lauren Bergin | September 11, 2026

In the current landscape of digital role-playing games, few titles carry as much cultural gravity as Larian Studios’ Baldur’s Gate 3. Since its triumphant release, the title has become the gold standard for player agency, narrative depth, and the faithful adaptation of the Dungeons & Dragons Fifth Edition ruleset. For any developer stepping into the Wizards of the Coast (WotC) ecosystem today, the question is not whether they will be compared to Larian—it is how they will survive the comparison.

Enter Warlock, the upcoming high-budget, action-oriented RPG from developer Invoke. As the first major triple-A D&D title to emerge in the post-BG3 era, Warlock faces the daunting task of carving out a unique identity while honoring a legacy that now feels like a permanent fixture of the gaming zeitgeist.

The Weight of Expectation: A New Direction for D&D

For years, the D&D digital space was defined by turn-based tactical experiences like Solasta: Crown of the Magister. However, Warlock represents a departure from that blueprint. Eschewing the traditional turn-based combat that defined the Baldur’s Gate franchise, Invoke has opted for an action-heavy, real-time approach.

Building a D&D game post-BG3: Why Warlock wants you to "feel like you're cheating"

Dominic Guay, Vice President and General Manager at Invoke, is acutely aware of the "elephant in the room." During our discussion at Gamescom, he acknowledges that ignoring the success of Baldur’s Gate 3 would be a disservice to the project. Instead, the team has leaned into the lessons provided by Larian, focusing on the core pillar of D&D: lore-rooted design.

“I think some of the ways Larian realized the spells had some impact—I can guarantee that,” Guay explains. “But I think that, just generally, the thing that impacted us the most—and in a way kind of comforted us in the way we want to do things—is that Larian did a really good job of rooting everything they did in the lore, while paying tribute to it.”

Chronology of Development and Design Philosophy

The development of Warlock has been a deliberate exercise in translation. The team at Invoke faced a fundamental design hurdle: how do you take a rulebook designed for the deliberate, calculated pace of a tabletop session and adapt it into a high-octane, real-time action experience?

Translating the Tabletop to the Controller

The answer, according to Guay, lies in functionality over visual mimicry. While Baldur’s Gate 3 established a visual language for spells that has become "canon" for many players—such as the green, lightning-bolt aesthetic of Eldritch Blast—Invoke is choosing to iterate. In Warlock, Eldritch Blast manifests as a swirling plume of blue energy encased in black mist.

Building a D&D game post-BG3: Why Warlock wants you to "feel like you're cheating"

“We were for sure inspired by things that came before, even if only subconsciously,” Guay notes. “Their interpretation of some spells were cool, and I’m sure they impacted how we did some of ours. But, fundamentally, the function was the most important part.”

The team focused on the multi-functionality of spells to encourage player creativity. For instance, the teleportation spell Misty Step is traditionally a tactical escape tool. In Warlock, however, the developers have designed environmental systems that allow for more creative utility, such as using the spell to bypass barriers that would typically serve as static map borders in other games.

Supporting Data: Agency and the "Bug" That Wasn’t

The hallmark of D&D is the concept of "limitless player agency." In a tabletop setting, if a player suggests throwing a bag of rats at a vampire lord to disrupt his concentration, the Dungeon Master can decide if it works. Digitizing that level of freedom is the "holy grail" of RPG development.

While Warlock is a linear, single-player experience compared to the sprawling, systemic sandbox of Baldur’s Gate 3, Invoke is looking to foster agency at the "low level." The goal is to provide players with tools that feel powerful enough to "break" the game, even if the narrative remains a curated, fixed-path experience.

Building a D&D game post-BG3: Why Warlock wants you to "feel like you're cheating"

Guay shares a revealing anecdote from the development cycle: a playtester discovered a highly complex, unintended way to circumvent a major challenge. Initially logged as a bug, the team’s reaction shifted upon review. “We were like, ‘No, it’s not a bug!’ If you’re going to work this hard to go through this challenge, you deserve to do it your way,” Guay recounts. This philosophy—rewarding the player for thinking outside the intended solution—is exactly how the studio aims to capture the spirit of a D&D campaign without requiring a procedurally generated open world.

Official Responses and Strategic Vision

A key component of Warlock’s design is the removal of heavy-handed hand-holding. Guay is critical of modern UI elements, specifically waypoints, which he believes often stifle curiosity.

“You stop exploring because you’re like, ‘It’s not worth it, I should just follow this waypoint,’” Guay says. His vision for the game is a "discover-first" approach. Using his presence at Gamescom as a metaphor, he notes that while a map can tell you that an event is happening in Cologne, it doesn’t tell you exactly which booth he is sitting in. The player must engage with the environment, talk to NPCs, and gather information to progress. This intentional friction is designed to pull the player into the world rather than dragging them through it.

When asked directly about the pressure of following in the footsteps of a genre-defining titan, Guay remains grounded. "There’s always pressure when you make a videogame," he admits. "You want players to like your game; that’s what we think about all the time. But I’m happy about the marriage between the genre and the brand. I think that’s working for us."

Building a D&D game post-BG3: Why Warlock wants you to "feel like you're cheating"

Implications for the RPG Genre

The industry is currently in a state of flux. Players have been spoiled by the sheer depth of Baldur’s Gate 3, and there is a growing fear that developers will either try to clone it and fail or abandon the D&D license altogether out of fear of comparison.

Warlock represents a third path: the "specialist" approach. By acknowledging the strengths of Baldur’s Gate 3 while pivoting toward a faster, more kinetic style of gameplay, Invoke is attempting to prove that the D&D license is a toolkit rather than a template.

The success of Warlock will likely depend on whether players accept a more linear, action-focused experience as a legitimate D&D title. If Invoke succeeds, it will open the door for a wave of diverse, genre-bending D&D games that don’t all have to compete on the same tactical ground as Larian.

Final Thoughts

As I walked away from the demo, I couldn’t help but feel a sense of cautious optimism. Warlock is not trying to be Baldur’s Gate 4. It is, instead, trying to be an authentic interpretation of the D&D experience through a different mechanical lens.

Building a D&D game post-BG3: Why Warlock wants you to "feel like you're cheating"

The visual design is distinct, the combat feels punchy and responsive, and the commitment to lore-accuracy is evident in every spell cast. While the shadow of Baldur’s Gate 3 is long, Warlock seems to have enough character to step out into the light. It is a game built on the idea that if you give players the right tools and the freedom to get "weird" with them, you don’t need a hundred-hour campaign to tell a compelling story—you just need the right adventure.

Whether the gaming community will embrace this shift remains to be seen, but one thing is clear: the D&D digital renaissance is far from over.

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