The Creators of Baldur's Gate 3 Clarifies Its Implementation of AI Tools for New Divinity
The developer behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin recently unveiled its upcoming project, creating immense excitement within the gaming community. However, subsequent comments from the studio's co-founder have introduced nuance to the discussion, focusing on the developer's approach toward generative artificial intelligence.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director explained that the developer is using AI technology for specific supporting purposes. These encompass enhancing pitch decks, producing rough artistic references, and drafting draft dialogue.
Crucially, Vincke made clear that the final assets in the game will be created entirely by human artists. "We are developing everything manually," he stated.
We are actively increasing our roster of concept artists and are actively putting together dedicated writer rooms.
Given that concept art is being particularly called out — we right now have over twenty artistic staff and have roles to fill for more creatives.
Each initiative we do is supplementary and focused on having people spend greater focus on making content.
Every ML tool implemented properly is additive to a creative team workflow, not a substitute for their craft.
Tempering Reactions with Clear Intent
The admission of using AI at first sparked backlash among portions of the fanbase. In reply, Vincke offered more elaboration on online platforms.
"We use machine learning to gather inspiration, just like we use Google and art books," he stated. "In the initial ideation stages we use it as a basic framework for structure which we then replace with hand-crafted concept art."
He added, "Our studio recruits creatives for their creative vision, not for their willingness to execute what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier detailed the company's focused strategy to this technology, categorizing its use into three main pillars:
- Handling Monotonous Jobs: This encompasses polishing mocap data, dialogue cleanup, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create basic models of mechanics to validate concepts before complete production.
- Future Potential for Gameplay: Investigating how machine learning could in the future facilitate innovative player agency, specifically in creating unforeseen permutations in a complex RPG.
He clearly affirmed that central narrative areas — like writing — are not fields where the company is reducing creative input. On the contrary, Larian is actively hiring in these very roles.
"Our studio is neither launching a game with any AI components, nor looking at trimming down creatives to swap them out with artificial intelligence," Vincke summarized.