The Divinity Developer Explains Its Use of Machine Learning for New Divinity
The team behind popular RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently shown its next major project, sparking immense excitement within the industry. However, follow-up comments from the studio's figurehead have added clarity to the conversation, addressing the developer's philosophy toward machine learning.
Augmenting Workflows, Not Cutting Jobs
In a latest clarification, Larian's director outlined that the developer is using machine learning for certain supporting tasks. These involve fleshing out presentation materials, generating initial artistic references, and writing placeholder dialogue.
Notably, Vincke emphasized that the shipping assets in the game will be crafted entirely by real artists. "Larian is developing every line manually," he stated.
Our studio is actively increasing our roster of storytellers and are actively assembling writing teams.
Given that visual development is being particularly mentioned — we currently have twenty-three artistic staff and have roles to fill for additional talent.
All our efforts we do is supplementary and focused on having people spend more time on making content.
Every machine learning application applied correctly is supplementary to a developer's routine, never a stand-in for their craft.
Addressing Concerns and Clarifying the Vision
The revelation of using AI originally generated concern among some the player base. In reply, Vincke offered further elaboration on public forums.
"We use these tools to explore references, similar to we use the internet and physical media," he stated. "In the conceptual ideation stages we use it as a rough outline for composition which we then swap out with authentic concept art."
He continued, "Our studio recruits talent for their creative vision, not for their ability to follow what a algorithm proposes."
Three Pillars of Practical Application
Vincke had in the past detailed the studio's focused strategy to this technology, defining its use into key areas:
- Streamlining Repetitive Work: This encompasses polishing mocap data, audio processing, and Larian-specific work like adjusting assets for various species.
- Fast-Tracked Experimentation: Using systems to speedily create rough versions of gameplay ideas to validate concepts prior to complete production.
- Long-Term Aspirations: Researching how machine learning could in the future enhance emergent gameplay, particularly in managing dynamic reactions in a complex RPG.
He specifically affirmed that core creative domains — such as music composition — are are in no way fields where the company is cutting creative talent. In fact, Larian is recruiting more in these very positions.
"Larian is not releasing a game with any AI components, and we are certainly not planning on reducing staff to replace them with AI," Vincke concluded.