The Divinity Developer Clarifies Its Implementation of Machine Learning for Upcoming Project
The studio behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, sparking a wave of hype within the gaming community. However, recent comments from the studio's figurehead have introduced nuance to the narrative, focusing on the studio's stance toward AI tools.
A Tool for Ideation, Not Replacement
In a latest message, the studio's founder detailed that the company is using machine learning for specific supporting purposes. These involve fleshing out pitch decks, producing early-stage concept art, and writing temporary dialogue.
Importantly, Vincke emphasized that the shipping material in the game will be crafted solely by actual artists. "Larian is developing every line ourselves," he said.
Larian is constantly expanding our pool of storytellers and are currently forming narrative groups.
As visual development is being specifically referenced — we presently have twenty-three artistic staff and have roles to fill for additional creatives.
All our efforts we do is incremental and focused on having people spend additional energy on actual creation.
Every machine learning application applied correctly is additive to a developer's workflow, not a substitute for their skill.
Addressing Concerns and Clarifying the Vision
The admission of using AI originally provoked concern among portions of the player base. In reaction, Vincke issued further detail on online platforms.
"At Larian, we employ these tools to research ideas, just like we use Google and reference books," he wrote. "In the very early planning process we use it as a rough outline for structure which we then swap out with authentic illustrations."
He noted, "We've hired talent for their inherent skill, not for their willingness to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had earlier outlined the company's focused method to machine learning, categorizing its use into key areas:
- Automation of Tedious Tasks: This encompasses motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to speedily create basic models of mechanics to experiment with concepts ahead of expensive production.
- Future Potential for Gameplay: Researching how machine learning could in the future create new forms of gameplay, especially in creating player-driven narratives in a detailed game universe.
He specifically affirmed that key artistic domains — including writing — are are in no way areas where the studio is replacing human involvement. Conversely, Larian is actively hiring in these exact roles.
"Our studio is not releasing a game with any AI components, nor looking at cutting staff to substitute them with AI," Vincke concluded.