The Creators of Baldur's Gate 3 Explains Its Implementation of AI Tools for Upcoming Project
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its upcoming project, sparking a wave of excitement within the industry. However, recent remarks from the company's co-founder have added nuance to the conversation, focusing on the developer's philosophy toward AI tools.
A Tool for Ideation, Not Replacement
In a recent message, Swen Vincke detailed that the developer is employing machine learning for particular preliminary functions. These involve fleshing out PowerPoint slides, generating early-stage artistic references, and drafting draft text.
Importantly, Vincke emphasized that the final material in the game will be created entirely by real creatives. "Our team is writing everything ourselves," he said.
We are continuously expanding our team of writers and are actively assembling narrative groups.
Given that this area is being specifically mentioned — we presently have over twenty visual developers and have positions available for additional artists.
All our efforts we do is incremental and designed to having people spend greater focus on actual creation.
Any machine learning application applied correctly is additive to a artist's routine, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The admission of employing this technology initially generated unease among a segment of the player base. In reply, Vincke provided more detail on public forums.
"Our team utilizes machine learning to research ideas, just like we use Google and physical media," he wrote. "During the very early brainstorming phase we use it as a simple sketch for layout which we then substitute with original artwork."
He noted, "Larian brings on talent for their creative vision, not for their ability to execute what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past outlined the company's practical approach to AI and ML, grouping its use into key areas:
- Streamlining Repetitive Work: This includes refining animations, dialogue cleanup, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using tools to speedily create basic models of gameplay ideas to validate concepts ahead of expensive implementation.
- Experimental Frontiers: Investigating how machine learning could one day enhance innovative gameplay, particularly in creating unforeseen permutations in a detailed game universe.
He clearly affirmed that central narrative disciplines — like visual art — are are absolutely not departments where the company is reducing human input. In fact, Larian is expanding its staff in these very roles.
"Our studio is not releasing a game with AI-generated content, nor considering cutting creatives to swap them out with artificial intelligence," Vincke concluded.