The Creators of Baldur's Gate 3 Clarifies Its Use of Machine Learning for Next Divinity
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin just shown its next major project, creating a wave of excitement within the gaming community. However, recent comments from the company's lead designer have introduced a new dimension to the conversation, focusing on the team's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a recent clarification, Larian's director detailed that the company is using generative AI for particular ancillary purposes. These involve enhancing PowerPoint slides, producing initial visual ideas, and creating temporary copy.
Notably, Vincke emphasized that the final assets in the game will be authored entirely by real writers. "We are writing everything ourselves," he said.
Our studio is actively expanding our roster of writers and are busily forming writing teams.
As this area is being specifically referenced — we right now have over twenty artistic staff and have roles to fill for additional artists.
Each initiative we do is incremental and aimed at letting our team spend additional energy on the creative process.
Any machine learning application applied correctly is supplementary to a developer's routine, never a stand-in for their craft.
Responding to Feedback and Defining the Path
The admission of AI usage initially sparked concern among portions of the fanbase. In reaction, Vincke issued more elaboration on online platforms.
"We use these tools to gather inspiration, in the same way we use the internet and reference books," he explained. "During the initial ideation stages we use it as a basic framework for composition which we then swap out with original concept art."
He noted, "We've hired artists for their unique talent, not for their capacity to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier detailed the company's focused strategy to machine learning, defining its use into three main areas:
- Handling Monotonous Jobs: This includes polishing mocap data, voice editing, and Larian-specific work like retargeting animations.
- Rapid Prototyping ('White Boxing'): Using technology to speedily create simple models of scenarios to experiment with concepts ahead of expensive implementation.
- Future Potential for Gameplay: Exploring how AI could in the future facilitate new forms of reactivity, particularly in creating dynamic reactions in a detailed game universe.
He specifically stated that core creative domains — like visual art — are are absolutely not departments where the studio is cutting creative involvement. On the contrary, Larian is expanding its staff in these exact fields.
"Our studio is neither shipping a game with any AI components, nor considering cutting staff to replace them with artificial intelligence," Vincke stated definitively.