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[1]
Larian's Swen Vincke says AI-obsessed studios won't 'have a competitive advantage', because those tools are 'gonna be what's available to everybody'
AI -- that is, the annoyingly titled generative AI, which is super different from the AI we're used to in games, is also different from machine learning technology -- has been a massive point of contention just about everywhere. In art, in music, in acting, and in coding. As a result, it's also been an issue in videogames, because they're a combination of all those things, regardless of what the boss of Amazon Games thinks. It's a problem Larian Studios' founder Swen Vincke has been tackling, as per a recent interview with GameSpot (shown below). Partially because, well, despite being a studio known for making games like the ones yer grandma used to make -- handcrafted and filled with loving detail -- Larian has been using generative and deep-learning AI, it's just pretty much impossible to talk about without setting off alarm bells. Vincke goes into the kind of things Larian uses it for in transparent detail: The "automation of tasks that nobody wants to do. The obvious things, like motion capture cleaning, or voice editing." Vincke also mentions "retargeting", which is an automated process that re-adjusts otherwise handmade animations for different species of varying shapes and sizes, cutting out a huge amount of busywork for the studio's animators. "These are things for which machine learning works really well." The other big help has been in what Vincke calls "whiteboxing", a game development term that's used to describe what is, essentially, prototyping. The term whiteboxing comes from the white boxes used to represent various game elements, actors, and so on. It's the digital drawing board of game development. "We discovered in the past, that if we write out a situation, and we talk about it, we're going to get very excited .. we're going to script it [in the whitebox] and we're going to try and play it." However, Vincke says, doing so with a bunch of polygons often doesn't actually give designers the right vibe. Generative AI, then, is used by Larian to bridge that gap in the testing and ideation phase. "If you completely decorate the entire level, and you do the same exercise, and you say 'here's the situation' and you give it to the scriptor, it's going to feel more real -- and you'll get a better feel for 'is this situation going to work, yes or no'." However, "the only thing that was generated was the environment at that point in time -- it's never gonna ship." Once something's passed whiteboxing, Vincke explains, it goes into "orangeboxing", which is where things are made by hand. Larian's also experimenting with something Vincke calls "narrative validation" -- essentially, automated, AI-assisted systems that will tell writers (who are still creating scripts by hand) whether something they've changed has created an inaccuracy or incongruity somewhere else. A sort of plot-hole scout for videogame scripts that get into the hundreds and hundreds of thousands of words and 1,800 characters. An extremely useful tool to have for a game with an absurd amount of choices -- though he admits the tech isn't quite there yet. As for the kind of companies that are going gaga over neo-NPCs and entirely AI-generated nonsense worlds? While Vincke acknowledges the fears of the industry at large, he ultimately thinks those publishers and studios are missing the point. "I don't think you would have a competitive advantage if you do [that], because it's gonna be what's available to everybody -- if the baseline goes up because generation is available to everybody? Fine, that's a new reality that we're in. But you're still gonna wanna create something special on top of that, and I think that's where teams like us will make the difference. "I don't think that people in my position that say 'oh, we'll replace everyone with AI' are doing the right thing, they're doing the wrong thing. But what I do think is we're gonna jump forward in the kinds of games we make ... we're gonna be making our games differently, but to say that it'll replace the craftsmanship? I think we're very far from it." It seems eminently reasonable, and it's the sort of drum I've been banging the entire time -- for artists and animators in particular, deep-learning tech is a powerful thing to work into various tools, cutting out hours of busywork. Into the Spiderverse was using machine-learning tech to draw its comic-book lines back in 2018, and I don't think anyone would accuse that movie of being anything other than hand-crafted. But we've been forced to endure the nonsense words of tech-drowned executives who say it's going to change everything forever every two years or so. People lose their jobs, the experiment doesn't work, and people go in for round two of pie-in-the-sky nonsense. In actuality, what I've observed is that generative AI tech is used in sort of boring, practical ways. A prime example: WoW's been using it to re-size equipment to different character models. It's hardly a game-changer, it's just a help. And, as Vincke says, the human touch is the key to making something anybody gives a crap about: "As long as the human difference is there, we will be able to make a difference."
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Larian Studios Boss Doesn't Think Gen AI Will Replace Game Creators, Developers Will Instead Just "Work Differently, Potentially"
Larian Studios boss Swen Vincke shared some of his thoughts on generative AI technology in a recent interview with GameSpot. While other major creators are concerned the technology could eventually replace humans, Vincke doesn't necessarily share that concern. It's not that Vincke is entirely against using AI and even generative AI in development for Larian Studios. He understands that it could eventually make a developer's work go faster, but he stops short of saying that it would actually make developing a game take less time. "I think the naive thing is to think that it will shorten them [development times]. I think that it's an age old truth, if you give a developer two years, they're going to take three. The same thing will be the case here, with what you're going to give them in terms of abilities to do stuff . If they have the ability to do things faster, they'll just do more, which is actually what you want." But when it comes to the question of humans being replaced by generative AI technology just generating whole sections of games or entire games even to ship, Vincke doesn't think that'll happen. Nor does he think it's advisable to operate in that way, where generative AI is doing everything for you. "I don't think you would have a competitive advantage if you do, because that is what's going to be available to everybody, right," Vincke said. "If the baseline goes up because generation is available to everybody, fine, that's a new reality that we're in. But you're still going to want to create something special on top of that. I think that's where teams like us will make a difference, we're a very boutique team. We're actually crafting the situations and the flow of the story by hand, it's a thing that we do."
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Swen Vincke, founder of Larian Studios, discusses the role of AI in game development, emphasizing its use for efficiency rather than replacing human creativity. He argues that AI-focused studios won't gain a significant competitive advantage.
Swen Vincke, founder of Larian Studios, has shared his insights on the role of AI in game development, offering a nuanced view that contrasts with some industry fears. In a recent interview with GameSpot, Vincke discussed how Larian Studios, known for its handcrafted games, is incorporating AI technologies to enhance efficiency without compromising creativity 1.
Larian Studios is utilizing AI for various tasks that streamline the development process:
Vincke emphasizes that these AI applications are primarily used to improve efficiency in areas that don't directly impact the creative aspects of game design 1.
While acknowledging that AI can accelerate certain processes, Vincke doesn't believe it will necessarily shorten overall development times. He suggests that developers will likely use the extra time to create more content or refine existing elements, potentially leading to higher quality games 2.
Contrary to some industry predictions, Vincke argues that studios heavily relying on AI won't gain a significant competitive advantage. He states, "I don't think you would have a competitive advantage if you do [that], because it's gonna be what's available to everybody" 1.
Vincke strongly believes that human creativity and craftsmanship will continue to be the differentiating factor in game development. He emphasizes that while AI tools may become widely available, creating something special and unique will still require human input and artistry 2.
Looking ahead, Vincke predicts that AI will change how games are made, but won't replace human developers. He suggests that the industry will "jump forward in the kinds of games we make," but maintains that craftsmanship will remain crucial. This perspective aligns with other industries where AI is seen as a tool to enhance human capabilities rather than replace them entirely 1.
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