The Creators of Baldur's Gate 3 Explains Its Application of Generative AI for New Project
The team behind popular role-playing games like Baldur's Gate 3 and Divinity: Original Sin recently teased its upcoming project, generating a wave of hype within the player base. However, recent remarks from the company's lead designer have brought nuance to the discussion, addressing the studio's approach toward machine learning.
A Tool for Ideation, Not Replacement
In a recent clarification, Larian's director explained that the company is using AI technology for certain supporting purposes. These encompass developing pitch decks, creating rough visual ideas, and creating temporary copy.
Crucially, Vincke stressed that the end material in the game will be authored solely by human writers. "Larian is developing everything ourselves," he stated.
Larian is actively growing our team of storytellers and are currently assembling writing teams.
Given that visual development is being specifically referenced — we currently have twenty-three concept artists and have roles to fill for further creatives.
All our efforts we do is supplementary and focused on letting our team spend additional energy on actual creation.
Every machine learning application used well is a boost to a artist's routine, not a replacement for their talent.
Addressing Concerns and Clarifying the Vision
The admission of using AI originally sparked backlash among a segment of the player base. In reply, Vincke provided further detail on public forums.
"At Larian, we employ these tools to explore references, similar to we use the internet and art books," he explained. "In the conceptual planning process we use it as a basic framework for layout which we then replace with authentic concept art."
He noted, "We've hired talent for their unique talent, not for their ability to execute what a machine suggests."
Three Pillars of Practical Application
Vincke had earlier broken down the company's practical strategy to machine learning, categorizing its use into primary pillars:
- Handling Monotonous Jobs: Areas like polishing mocap data, audio processing, and Larian-specific work like adapting animations for different models.
- Fast-Tracked Experimentation: Using systems to quickly build basic versions of gameplay ideas to experiment with concepts prior to expensive development.
- Future Potential for Gameplay: Exploring how AI could eventually create innovative player agency, particularly in simulating unforeseen permutations in a vast role-playing world.
He specifically noted that core creative domains — including music composition — are not departments where the company is cutting artistic input. On the contrary, Larian is expanding its staff in these precise positions.
"Larian is neither launching a game with any AI components, and we are certainly not looking at cutting teams to substitute them with AI," Vincke summarized.