The Divinity Developer Explains Its Use of Machine Learning for New Divinity
The developer behind acclaimed role-playing games like Baldur's Gate 3 and Divinity: Original Sin has recently teased its next major project, generating significant hype within the gaming community. However, subsequent comments from the company's figurehead have added a new dimension to the conversation, touching on the studio's approach toward machine learning.
AI as a Creative Assistant, Not a Substitute
In a recent statement, the studio's founder explained that the developer is utilizing machine learning for particular supporting functions. These involve enhancing presentation materials, producing rough artistic references, and drafting draft text.
Crucially, Vincke made clear that the final assets in the game will be authored entirely by human writers. "We are writing everything manually," he stated.
Our studio is constantly increasing our pool of storytellers and are actively putting together narrative groups.
Given that visual development is being specifically referenced — we currently have 23 artistic staff and have job openings for further creatives.
Each initiative we do is incremental and focused on letting our team spend additional energy on the creative process.
Any AI system implemented properly is supplementary to a developer's routine, not a substitute for their talent.
Addressing Concerns and Clarifying the Vision
The revelation of using AI initially generated unease among some the player base. In reply, Vincke issued additional clarification on online platforms.
"We use these tools to research ideas, just like we use Google and physical media," he wrote. "During the very early ideation stages we use it as a rough outline for composition which we then substitute with authentic illustrations."
He noted, "Larian brings on artists for their unique talent, not for their capacity to execute what a AI generates."
Three Pillars of Practical Application
Vincke had previously detailed the team's practical strategy to machine learning, grouping its use into primary functions:
- Streamlining Repetitive Work: This encompasses polishing mocap data, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to speedily create rough versions of scenarios to validate concepts prior to complete production.
- Future Potential for Gameplay: Researching how AI could one day enhance new forms of gameplay, specifically in managing player-driven narratives in a complex RPG.
He clearly stated that core creative disciplines — like music composition — are not areas where the team is cutting artistic involvement. Conversely, Larian is expanding its staff in these precise fields.
"Larian is not launching a game with machine-made assets, nor looking at trimming down teams to swap them out with artificial intelligence," Vincke concluded.