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Blurry Lines

It occurs to me that in the last post, I brought up Larian Studios’ use of AI for “boring” work, but did not otherwise offer an opinion on the subject. Do they deserve to get the scarlet AI letter brand? Or perhaps will they received a reprieve, on account of not being Activision-Blizzard (etc)?

It helps to level-set. Here is more/most of the transcript from the Larian interview:

JS: Speaking of efficiency, you’ve spoken a little bit about generative AI. And I know that that’s been a point of discussion on the team, too. Do you feel like it can speed up production?

SV: In terms of generation, like white boxing, yes, there’s things, but I’m not 100% sure if you’re actually seeing speed-ups that much. You’re trying more stuff. Having tried stuff out, I don’t actually think it accelerates things. Because there’s a lot of hype out there. I haven’t really seen: oh this is really gonna replace things. I haven’t seen that yet. I’ve seen a lot of where you initially get excited, oh, this could be cool. And then you say, ah, you know, in the end it doesn’t really do the thing. Everything is human actors; we are writing everything ourselves. There’s no generated assets that you’re gonna see in the game. We are trying to use generated assets to accelerate white-boxing. But I mean to be fair, we’re talking about basic things to help the level designers.

JS: What about concept art?

SV: So that’s being used by concept artists. They use it the same like they would use photos. We have like 30 concept artistis at this point or something like that. So we bought a boutique concept art firm at the moment that everybody was using reducing them because they were going to AI, in our case it just went up. If there’s one thing that artists keep on asking for its more concept artists. But what they do is they use it for exploration.

[…]

SV: I think experimentation, white boxing, some broader white boxing, lots and lots of applications and retargeting and cleaning and editing. These are things that just really take a lot of time. So that allows you to do more. So there’s a lot of value there in terms of the creative process itself. It helps in doing things. But I haven’t seen the acceleration. So I’m really curious to see because there’s all studios that said, oh, this is gonna accelerate… If you look at the state of the art of video games today, these are still in their infancy. Will they eventually manage to do that at large scale? I don’t know how much data centers they’re gonna need to be able to do it.

So what I would say is that what Larian is doing is materially different than a company, say, using AI to generate random newspapers to place around a city. Or, you know, use AI to voice characters entirely. Copy & pasting AI-generated output directly into your game seems like a pretty clear line not to cross.

Personally though, there are other lines that are blurrier and on a slippery decline.

Take the concept artists. Larian hired a bunch at a time when many were getting replaced with AI. Good Guy Larian. Even if, perhaps, they may have been on a bit of a discount on account of, you know, AI pressure on their field of work. Whatever, humans good. We then learn that these same concept artists use generative AI for “exploration,” either instead of or, optimistically, in tandem with more traditional photos. That’s where things start to break down for me.

Suppose a concept artist wants to draw a lion. To do so, they would like to have a bunch of photos of lions for reference material. I understand the allure of saving time by simply getting ChatGPT or whatever to spit out 30 lion photos in various states of movement, rather than manually doing Google searches, going to zoo websites, and so on. The seduction of the follow-up prompt is right there though. “Lions roaring.” “Lions pouncing on antelope.” “Lion with raven wings attacking a paladin.”

[AI generated image] My meaningless contribution to entropy just to make an internet point.

And yeah, that looks goofy as shit. The artists will redraw it in the style that fits the game and nobody will notice. But maybe the team likes the look of the dust and mountainous landscape. They incorporate that. Maybe they include an armor set that matches that style. Or the sun symbol. Over time, maybe the team takes what the people themselves came up with and start running it through the prompts “just in case” the AI spits out something similarly interesting. And so on and so forth.

“So what? What’s the harm?”

Well, how much time do you have? I’m going to focus exclusively on the videogame angle here, rather than environmental impacts, cognitive studies, and apocalypse risk from agentic, self-improving AI.

The first concern is becoming reliant upon it. Larian is apparently hiring concept artists today, but maybe in the not so distant future, they don’t. Anyone can type in a prompt box. Over time, the entire concept artist field could disappear. And what is replacing it? An AI model that is incentivized in giving you exactly what it thinks you want. This will lead to homogenization, the sort of “AI glow,” and even if you wanted to fight the current… who is still economically capable of producing the bespoke human work? And would they not just turn around and tweak AI output and call it a day (it’s happened before)?

Incidentally, the other part of AI reliance is the fact that you own none of it. Right now, these AI firms lose money any time people use it, but that is going to stop eventually. When it does, you are either going to be on the hook for tens of thousands of dollars a month for a license, or desperately trying to filter out ad placements from the output. Maybe open source LLMs (or corporate saboteurs) will save us from such a fate, but there won’t be a non-AI fallback option because the job doesn’t exist anymore.

The second concern is something that these companies definitely feel the effects of already, but apparently don’t give much thought about: we are very much in a crowded, attention economy. On one end you have short-form video eating into gamer time, and on the other you have legacy games continuing to dominate playtimes. For example, Steam’s year-end report showed that just 14% of gamer time was spent playing games released in 2025. Is that figure skewed by Steam exclusives like Counter-Strike 2? Maybe. Then again, Steam is the largest, most ubiquitous PC storefront in the world and had 1.5+ million concurrent players in Counter-Strike 2 yesterday. That’s a lot of people who could be playing anything other than a game from 2012.

Now imagine that all of the promises of AI have come true for videogame devs. Six year timelines become four years or even two. Great! Who is going to be playing your game with what time? Over 19,000 games came out on Steam in 2025. Are all of them AAA titles winning awards? Of course not. But what does AAA even mean in a flowers-and-rainbow AI scenario? Maybe $50-$100+ million still makes a big difference in quality, fine. But that certainly didn’t save Black Ops 7, Borderlands 4, Concord, the dead-on-eventual-arrival Highguard, and so on.

Now imagine what happens when there are… 190,000 games released in a year.

As a player, I suppose in this hypothetical we come out ahead; there are more games specifically tailored to our exact preferences. For the game makers though, well, most of them are going to fail. Or perhaps the hobbyist ones survive, assuming a lower AI license cost. I don’t see how AAA survives with the increased competition and a reduced competitive edge (mo-cap, CGI, etc); hell, they are struggling to survive already. To say nothing about the discoverability issues. Maybe AI will fix that too, yeah?

In summation, my thoughts on the matter:

  1. Copy & pasting literal AI assets in your game is bad
  2. Using AI for inspiration leads to being trapped in an AI ecosystem
  3. AI-shortened development times leads to no one making any money

Of course, the cat genie is out of the lamp bag and never going back into the toothpaste tube. Taking a hard stance on #1 – to include slapping AI labels on Steam pages and the like – is not going to prevent #2 and #3. Hell, everyone in the industry wants shortened development times. I just don’t think anyone fully appreciates what that sort of thing would look like, until after the monkey paw curls.

In the meantime, as a gamer… eh, do what you want. I personally don’t want any generative AI elements in the games I play, for all the reasons I already outlined above (plus the ones I intentionally skipped). At the same time, I don’t have the bandwidth to contemplate how much GitHub Copilot use by a random programmer constitutes too much for them to qualify for a GOTY award. And if you’re not turning off DLSS 3 or FSR out of principal, what are you even doing, amirite?

“Normal People Don’t Care”

There is a minor, ongoing media kerfuffle with the internet-darling Larian Studios (makers of Baldur’s Gate 3, Original Sin 2, etc). It started with this Bloomberg article, wherein Jason Schreier writes:

Under Vincke, Larian has been pushing hard on generative AI, although the CEO says the technology hasn’t led to big gains in efficiency. He says there won’t be any AI-generated content in Divinity — “everything is human actors; we’re writing everything ourselves” — but the creators often use AI tools to explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text.

The use of generative AI has led to some pushback at Larian, “but I think at this point everyone at the company is more or less OK with the way we’re using it,” Vincke said.

There are possible charitable and a not-so-chartable takes on those words, and suffice it to say, many people chose the latter. Vincke responded with a “Holy fuck guys [chill out]” Twitter response, with clarifications and emphasis that they only use AI for reference material and other boring things, and not with actual content. Jason Schreier also chimed in with an original transcript of the interview, as a response to others suggesting that what Schreier wrote was itself misleading.

As a side note, this portion of the transcript was extra interesting to me:

JS: It doesn’t seem like it’s causing more efficiency, so why use it?

SV: This is a tech driven industry, so you try stuff. You can’t afford not to try things because if somebody finds the golden egg and you’re not using it, you’re dead in this industry.

I suppose I should take Vincke’s word on the matter, considering how he released a critically-acclaimed game that sold 20 million copies, and I have… not. But, dead? Larian Studios has over 500 employees at this point, so things are likely different at these larger scales. I’m just saying the folks that made, you know, Silksong or Megabonk are probably going to be fine without pushing AI into their processes.

Anyway, all of that is actually a preamble to what sent me to this keyboard in the first place. In the Reddit comments of the second Schreier piece, this exchange took place:

TheBlightDoc: How could he NOT realize how controversial the genAI comments would be? Has he been living under a rock? Or does he himself believe AI is not a big deal? :laughing:

SexyJazzCat: The strong anti AI sentiment is a very chronically online thing. Normal people don’t actually care.

do not engage… do not engage… do not engage

Guys, it’s hard out here in 2025. And I’m kinda all done. Tapped out. Because SexyJazzCat is correct.

Normal people don’t actually care. We know this because “normal” people voted the current administration back into office. Normal people don’t understand that measles can reset your immune system, erasing all your hard-fought natural immunities. Normal people don’t understand that every AI data center that springs up in your area is subsidized by increases to your own electric bill. Normal people don’t understand that tariffs are taxes that they end up paying for. Normal people don’t understand that even if they didn’t use ACA subsidies, their health insurance is going to wildly increase anyway because hospitals won’t be reimbursed for emergency care from newly uninsured people. Nevermind the, you know, general human misery this creates.

Normal people don’t actually care about AI. But they should. Or perhaps should have, past tense, because we’re far past the end of a very slippery slope and fully airborne. Normal people are just going to be confused as to why computers, phones, and/or videogame consoles are wildly more expensive in 2026 (e.g. RAM crisis). Or if AI successfully demonstrates real efficiency gains, surprised when they are out of a job. Or if AI crashes and burns, why they also still lost their job and their 401k cratered (e.g. 40% of S&P 500 value is in AI companies).

The only thing that I still wish for these days, is this: people have the kind of day they voted for.

Veni, Vidi, Vici… Vitavi

Fresh off their supermassive success with Baldu’s Gate 3, Larian Studios confirms… they out:

I told you at the beginning that we were a company of big ideas. We are not a company that’s made to create DLCs [or] expansions. We tried that actually, a few times, and it failed every single time. It’s not our thing. Life is too short, our ambitions are very large. And so, like Gustav [the codename for BG3, taken from Swen’s dog who recently passed away], Baldur’s Gate will always have a warm spot in our hearts. We’ll forever be proud of it, but we’re not going to continue in it.

We’re not going to make new expansions, which everybody is expecting us to do. We’re not going to make Baldur’s Gate 4, which everybody is expecting us to do. We’re going to move on. We’re going to move away from D&D, and we’re going to start making a new thing. I’m saying it here because I have a forum and [we’re getting] bombarded by people that expect us to do these things, but that’s not for us. It’s going to be up to Wizards of the Coast, because it’s their IP, to find somebody to take over the torch. We think we did our job and so, for us, it’s time to get a new puppy.

It’s an amazingly ballsy move to just, you know, move on from something like Balder’s Gate 3. At least, until you realize that Hasbro pocketed $90 million of those BG3 dollars for licensing reasons. Why continue that arrangement when you could just, you know, put the same work into Divinity: Original Sin 3 and keep all the money in-house? Mystery solved.

Or… is it?

“I’m always the one where it starts with the initial idea and then I give it to the team and they start iterating it and they turn it into something much better. During BG3 I pitched to them what the next game would be…If I see they’re excited, I’ll say, ‘Okay let’s do that.’ If they’re not, it’s back to the drawing board. So they were very excited about a couple of the things we were planning on doing. Then the pivot to start doing BG3 DLC was expected because it’s what you do…We didn’t have any antagonism against BG4 or DLC, but the heart wasn’t there. It was more routine work than actually being excited. Now we have the excitement back in the room and that’s a big important thing.”

Vincke says the next game won’t be Divinity: Original Sin 3, and that it will be “different than what you think it is” but that it’s “still familiar.” Elsewhere, Vincke said that the new project will “dwarf” the scope of Baldur’s Gate 3, which would be quite impressive given the scope of that game.

Well then.

Good on them. In this age of cynicism, enshitification, and corporate greed, Larian’s stance of actually caring about their team is wildly refreshing to see outside the indie space. Not many companies would be willing to leave giant piles of money on the table. Then again, perhaps it is precisely the passion of new projects that Larian understands will lead them to find other tables with fresher piles of money.