The Creators of Baldur's Gate 3 Clarifies Its Use of AI Tools for Next Divinity
The studio behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently teased its new project, sparking immense hype within the industry. However, follow-up statements from the company's co-founder have brought a new dimension to the discussion, addressing the developer's approach toward AI tools.
A Tool for Ideation, Not Replacement
In a latest clarification, Swen Vincke detailed that the developer is employing generative AI for specific supporting tasks. These involve fleshing out PowerPoint slides, creating rough visual ideas, and writing placeholder dialogue.
Notably, Vincke stressed that the end content in the game will be created exclusively by actual writers. "Larian is writing all the content ourselves," he stated.
Our studio is actively expanding our team of storytellers and are currently forming dedicated writer rooms.
As visual development is being particularly mentioned β we right now have over twenty artistic staff and have job openings for additional talent.
Each initiative we do is additive and aimed at letting our team spend more time on the creative process.
Any machine learning application applied correctly is supplementary to a creative team workflow, not a replacement for their craft.
Responding to Feedback and Defining the Path
The news of employing this technology originally provoked unease among a segment of the community. In reply, Vincke offered additional elaboration on social media.
"Our team utilizes machine learning to explore references, similar to we use search engines and physical media," he stated. "In the very early planning process we use it as a rough outline for structure which we then swap out with original illustrations."
He noted, "We've hired creatives for their creative vision, not for their willingness to execute what a AI generates."
Key Areas of AI Integration
Vincke had earlier broken down the studio's targeted approach to AI and ML, categorizing its use into primary functions:
- Streamlining Repetitive Work: This encompasses refining animations, dialogue cleanup, and technical processes like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to speedily create simple models of scenarios to experiment with concepts ahead of full implementation.
- Future Potential for Gameplay: Researching how AI could eventually facilitate new forms of reactivity, specifically in simulating player-driven narratives in a detailed game universe.
He clearly noted that key artistic domains β like visual art β are are in no way areas where the team is reducing human talent. Conversely, Larian is expanding its staff in these exact fields.
"Larian is neither launching a game with machine-made assets, and we are certainly not looking at cutting creatives to swap them out with artificial intelligence," Vincke summarized.