The Divinity Developer Clarifies Its Implementation of AI Tools for New Divinity
The team behind acclaimed RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its new project, sparking immense excitement within the gaming community. However, subsequent comments from the company's co-founder have brought nuance to the conversation, focusing on the team's philosophy toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a new message, Larian's director detailed that the company is using AI technology for particular supporting tasks. These involve developing pitch decks, generating early-stage concept art, and writing placeholder dialogue.
Crucially, Vincke made clear that the shipping material in the game will be authored entirely by real writers. "Larian is writing all the content ourselves," he said.
We are constantly increasing our pool of writers and are busily assembling narrative groups.
Given that concept art is being specifically referenced — we presently have over twenty artistic staff and have positions available for further creatives.
All our efforts we do is supplementary and aimed at letting our team spend more time on actual creation.
Every machine learning application used well is supplementary to a creative team process, not a replacement for their craft.
Responding to Feedback and Defining the Path
The admission of using AI originally generated concern among portions of the fanbase. In reaction, Vincke issued more elaboration on online platforms.
"At Larian, we employ AI tools to research ideas, just like we use search engines and reference books," he stated. "During the very early ideation stages we use it as a rough outline for structure which we then swap out with original illustrations."
He noted, "We've hired talent for their inherent skill, not for their ability to replicate what a algorithm proposes."
Key Areas of AI Integration
Vincke had earlier outlined the studio's practical approach to this technology, grouping its use into primary functions:
- Streamlining Repetitive Work: This encompasses polishing mocap data, dialogue cleanup, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to speedily create rough models of scenarios to validate concepts before full implementation.
- Future Potential for Gameplay: Researching how machine learning could in the future facilitate emergent reactivity, specifically in simulating dynamic reactions in a detailed game universe.
He specifically stated that key artistic areas — including writing — are not areas where the team is replacing creative input. Conversely, Larian is actively hiring in these exact fields.
"Larian is not releasing a game with AI-generated content, nor planning on trimming down staff to replace them with AI," Vincke summarized.