The Divinity Developer Clarifies Its Implementation of Machine Learning for New Divinity Game
The team behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin just unveiled its next major project, sparking significant anticipation within the player base. However, recent remarks from the company's lead designer have introduced nuance to the conversation, touching on the team's approach toward AI tools.
AI as a Creative Assistant, Not a Substitute
In a recent statement, Larian's director detailed that the team is employing generative AI for specific ancillary functions. These encompass fleshing out presentation materials, producing initial concept art, and writing draft text.
Importantly, Vincke stressed that the final material in the game will be crafted solely by real artists. "We are developing everything ourselves," he affirmed.
We are actively expanding our pool of writers and are actively forming narrative groups.
As concept art is being explicitly mentioned — we presently have 23 artistic staff and have positions available for additional talent.
Each initiative we do is incremental and focused on having people spend additional energy on the creative process.
Any machine learning application used well is additive to a artist's process, never a stand-in for their talent.
Tempering Reactions with Clear Intent
The admission of using AI originally sparked concern among a segment of the fanbase. In reaction, Vincke provided further elaboration on online platforms.
"At Larian, we employ machine learning to gather inspiration, similar to we use Google and art books," he stated. "During the conceptual planning process we use it as a simple sketch for layout which we then swap out with authentic illustrations."
He noted, "Larian brings on talent for their inherent skill, not for their willingness to replicate what a machine suggests."
Focused Uses for Machine Learning
Vincke had in the past detailed the team's targeted approach to this technology, categorizing its use into three main functions:
- Streamlining Repetitive Work: Areas like motion capture cleaning, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build basic versions of mechanics to experiment with concepts prior to complete development.
- Long-Term Aspirations: Researching how machine learning could one day facilitate new forms of reactivity, specifically in creating unforeseen permutations in a complex RPG.
He clearly noted that core creative domains — like writing — are not fields where the company is cutting creative talent. Conversely, Larian is expanding its staff in these precise roles.
"We are not shipping a game with machine-made assets, nor considering trimming down creatives to swap them out with AI," Vincke summarized.