The Creators of Baldur's Gate 3 Explains Its Implementation of Machine Learning for New Divinity
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its next major project, generating immense excitement within the player base. However, subsequent remarks from the studio's co-founder have introduced clarity to the conversation, focusing on the team's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a new clarification, the studio's founder explained that the developer is using generative AI for specific preliminary tasks. These include enhancing pitch decks, creating early-stage artistic references, and writing placeholder dialogue.
Importantly, Vincke made clear that the final material in the game will be crafted exclusively by real writers. "Our team is developing every line in-house," he said.
Our studio is continuously expanding our team of storytellers and are currently forming writing teams.
Given that visual development is being explicitly called out — we presently have 23 concept artists and have roles to fill for more creatives.
All our efforts we do is incremental and aimed at enabling creatives to spend additional energy on actual creation.
Any machine learning application used well is a boost to a artist's process, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of using AI initially sparked concern among some the player base. In response, Vincke issued more clarification on online platforms.
"At Larian, we employ machine learning to research ideas, similar to we use the internet and art books," he wrote. "During the initial ideation stages we use it as a basic framework for structure which we then swap out with hand-crafted illustrations."
He added, "Larian brings on talent for their creative vision, not for their ability to follow what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had earlier broken down the company's focused approach to AI and ML, categorizing its use into key pillars:
- Automation of Tedious Tasks: This includes polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using technology to speedily create basic mock-ups of gameplay ideas to validate concepts ahead of complete development.
- Future Potential for Gameplay: Exploring how AI could in the future enhance new forms of reactivity, especially in creating dynamic reactions in a vast role-playing world.
He clearly affirmed that core creative areas — such as music composition — are are in no way areas where the company is reducing artistic involvement. Conversely, Larian is actively hiring in these precise fields.
"Our studio is neither releasing a game with any AI components, nor considering reducing teams to swap them out with artificial intelligence," Vincke concluded.