The Creators of Baldur's Gate 3 Clarifies Its Implementation of Generative AI for Upcoming Divinity
The studio behind hit titles like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, creating significant anticipation within the player base. However, subsequent comments from the company's lead designer have added nuance to the narrative, focusing on the studio's approach toward generative artificial intelligence.
AI as a Creative Assistant, Not a Substitute
In a new message, the studio's founder detailed that the company is using AI technology for particular ancillary functions. These include enhancing presentation materials, producing rough visual ideas, and writing draft copy.
Crucially, Vincke emphasized that the final material in the game will be crafted exclusively by human writers. "We are developing every line ourselves," he stated.
We are actively expanding our pool of writers and are currently assembling narrative groups.
Since this area is being particularly mentioned — we right now have 23 artistic staff and have job openings for further creatives.
All our efforts we do is additive and aimed at enabling creatives to spend more time on making content.
Any machine learning application implemented properly is supplementary to a creative team routine, not a replacement for their craft.
Responding to Feedback and Defining the Path
The news of using AI at first generated backlash among some the player base. In reaction, Vincke provided further elaboration on public forums.
"We use machine learning to gather inspiration, similar to we use the internet and art books," he stated. "In the conceptual brainstorming phase we use it as a simple sketch for composition which we then substitute with hand-crafted artwork."
He noted, "Our studio recruits creatives for their creative vision, not for their capacity to execute what a algorithm proposes."
Focused Uses for Machine Learning
Vincke had previously detailed the team's focused approach to AI and ML, defining its use into three main areas:
- Handling Monotonous Jobs: Areas like refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Rapid Prototyping ('White Boxing'): Using systems to quickly build simple mock-ups of scenarios to validate concepts before complete development.
- Experimental Frontiers: Investigating how machine learning could one day create new forms of player agency, specifically in managing dynamic reactions in a detailed game universe.
He explicitly stated that core creative areas — including writing — are are absolutely not fields where the studio is replacing creative involvement. In fact, Larian is expanding its staff in these precise fields.
"Larian is neither launching a game with AI-generated content, and we are certainly not planning on reducing staff to replace them with artificial intelligence," Vincke summarized.