The Creators of Baldur's Gate 3 Explains Its Use of Machine Learning for New Divinity Game
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its new project, sparking significant hype within the industry. However, follow-up statements from the studio's lead designer have brought nuance to the discussion, addressing the developer's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest message, Swen Vincke explained that the team is employing AI technology for particular ancillary functions. These include enhancing PowerPoint slides, creating rough artistic references, and writing placeholder dialogue.
Notably, Vincke emphasized that the final content in the game will be created solely by actual creatives. "Larian is writing everything ourselves," he affirmed.
We are constantly expanding our pool of writers and are busily forming dedicated writer rooms.
As visual development is being explicitly referenced — we currently have twenty-three concept artists and have roles to fill for more creatives.
All our efforts we do is additive and focused on having people spend greater focus on actual creation.
Any AI system implemented properly is a boost to a artist's process, never a stand-in for their skill.
Responding to Feedback and Defining the Path
The news of using AI originally sparked backlash among some the fanbase. In response, Vincke offered more detail on social media.
"We use AI tools to research ideas, similar to we use Google and art books," he wrote. "During the very early ideation stages we use it as a basic framework for composition which we then replace with original concept art."
He added, "Larian brings on artists for their inherent skill, not for their ability to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had in the past detailed the team's focused strategy to machine learning, defining its use into primary areas:
- Automation of Tedious Tasks: Areas like polishing mocap data, audio processing, and pipeline-specific tasks like adapting animations for different models.
- Fast-Tracked Experimentation: Using tools to rapidly prototype simple versions of mechanics to validate concepts ahead of full development.
- Future Potential for Gameplay: Exploring how machine learning could in the future enhance new forms of player agency, especially in simulating player-driven narratives in a vast role-playing world.
He clearly stated that key artistic disciplines — including music composition — are not fields where the team is replacing human involvement. On the contrary, Larian is expanding its staff in these precise fields.
"We are neither shipping a game with AI-generated content, nor considering reducing staff to swap them out with AI," Vincke stated definitively.