The Creators of Baldur's Gate 3 Clarifies Its Implementation of Machine Learning for Next Divinity

The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, creating immense anticipation within the player base. However, follow-up remarks from the studio's lead designer have brought nuance to the narrative, focusing on the team's approach toward AI tools.

A Tool for Ideation, Not Replacement

In a latest statement, Swen Vincke detailed that the developer is using machine learning for specific preliminary functions. These encompass enhancing pitch decks, producing early-stage artistic references, and creating draft text.

Crucially, Vincke emphasized that the shipping content in the game will be authored solely by human creatives. "Larian is writing every line ourselves," he stated.

We are continuously growing our pool of storytellers and are currently putting together dedicated writer rooms.

Given that concept art is being explicitly referenced — we right now have twenty-three artistic staff and have job openings for additional creatives.

All our efforts we do is additive and aimed at letting our team spend greater focus on actual creation.

Every ML tool applied correctly is additive to a developer's process, not a substitute for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage initially generated backlash among portions of the player base. In reply, Vincke offered more clarification on social media.

"At Larian, we employ AI tools to gather inspiration, in the same way we use Google and art books," he explained. "In the very early ideation stages we use it as a basic framework for structure which we then replace with original concept art."

He added, "Our studio recruits talent for their unique talent, not for their capacity to replicate what a machine suggests."

Focused Uses for Machine Learning

Vincke had in the past outlined the company's targeted method to machine learning, defining its use into primary functions:

  • Handling Monotonous Jobs: This includes refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using tools to speedily create simple versions of scenarios to validate concepts ahead of complete production.
  • Future Potential for Gameplay: Exploring how machine learning could in the future facilitate emergent gameplay, especially in simulating unforeseen permutations in a complex RPG.

He explicitly noted that key artistic disciplines — like writing — are not areas where the company is replacing artistic involvement. On the contrary, Larian is expanding its staff in these very roles.

"Larian is not shipping a game with AI-generated content, nor considering cutting staff to swap them out with artificial intelligence," Vincke stated definitively.

Jeremy Zimmerman
Jeremy Zimmerman

A Berlin-based software engineer specializing in AI applications and modern web frameworks, with a passion for open-source projects.