AI Trace
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Reviewed and published by trentmaziarz, March 20, 2026. Discovered and drafted by our automated research pipeline.

Divinity: Original Sin 1 added a feature called AI Personalities that lets the game's second main character make dialogue decisions on their own based on a personality type chosen by the player. This is a traditional rule-based system — not machine learning — and was not carried forward to later Larian games in the same form.

Details

Introduced in the game's first official patch in 2014, the system offered five or more personality presets — including Loyal, Rascal, Maniac, and Priest — each defined by weighted preferences across behavioral trait pairs such as compassionate versus heartless, or independent versus obedient. When the two protagonists disagreed during dialogue, the second character's response was determined by these weights. Players could also define custom personalities. CEO Vincke described the system at the time as making co-op play feel more like playing with a human companion.

Products affected

Divinity: Original Sin 1

Sources & Evidence

Cite this record

Trace Foundation. (2026). Larian Studios: Divinity: Original Sin 1 added a feature called AI Personalities that lets the game's second main character make dialogue decisions on their own based on a personality type chosen by the player. This is a traditional rule-based system — not machine learning — and was not carried forward to later Larian games in the same form (data as of 2026-03-20) [Data set record]. AI Trace. https://www.aitrace.org/r/practice/d8647530-6f59-4254-9c8b-942c8d100233. Accessed October 13, 2026.

Stable link
https://www.aitrace.org/r/practice/d8647530-6f59-4254-9c8b-942c8d100233
Data as of
March 20, 2026
Last verified
March 20, 2026

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