Sad that we went to unfinished games by moneydevouring publishers and all its errors that come along with that (overworked staff, bad salaries every here and there).
When did we leave the path that finished games should be released around the clock?
Basically, capitalism can be traced back as the reason for most decisions corporations make. Although the fact people will complain and do it anyway is something else.
Day one patch means they released an unfinished game. They haven’t done enough testing before physical production. Also fucks over the people with a slow connection.
A patch 1 year after release is fine. Some people found a rare bug which can be fixed. If the game gets patches 1 year or longer after release tells me the developers have love for their game and/or community for fixing it long after they had any obligation to.
A day-one patch is the day of the release, so it counts as included in the release in my books.
It doesn’t mean « they haven’t done enough testing before physical production », it means they took advantage of the inevitable several weeks or months between start of physical printing and release.
And of course a patch 1 year after release is fine. What I’m saying is that I prefer a broken game that is fixed on release day over a broken game that is fixed 1 year later.
Except that’s not what happened in the old days, I’ve been getting PC game patches for as long as I’ve been gaming, upwards of 30 years. You’re not going to get every bug. Console games just didn’t get patched, if it was a buggy PoS it remained a buggy PoS.
BG3 had a day-one patch, and is at its 6th hotfix now. Does it make it a broken game?
With the scale of modern AAA games it is inevitable, if a studio had to wait until every bug in a game the size of Starfield was fixed to release it, it would simply never release. You have to decide at some point that the game is in a releasable state, and at this moment you start printing discs, then you keep working on it and fixing bugs and that constitues the day-one patch. And don’t worry about the expansion, they started working on it long before the release.
Having a day one patch doesn’t make a game broken, but it is a symptom of a bad internal process. Here are the patch notes for BG3 Day 1 (not sure if 100% accurate, but this is the best source I could find). To me, that doesn’t sound like anything game breaking.
I’m not saying BG3 is the gold standard for AAA game releases, I’m merely saying it’s what we should expect for an average AAA release with some being a little better and some being a little worse.
I’m not saying every bug needs to be fixed. Even older games before SW patches were a thing had a ton of bugs. I’m just saying, the game should play well even if users never patch the game. This is really important for game preservation, so you should always be able to take the game disk and install it offline and play through the whole game and have a great experience. That’s not the standard many AAA studios hold themselves to.
Look at this way, you’ve got everything you needed to fix complete. The game is uploaded the the storefront database. It’s now a week before release. There will always be bugs to fix and no game will ever be completely bugfree (especially not games at this scale). At some point you have to release the game, so why not just release what you’ve been working on since when the game launches?
I’m not saying the game needs to be perfect, but it should be a great experience beginning to end without applying any patches. As in, I should be able to take the game disk and install it without any Internet connection and play through the game with only minor bugs here and there.
This is really important for game preservation (the patch servers will eventually go offline), yet many AAA games are almost unplayable without day one patches.
I’m a huge fan of software updates for games, but those updates should merely improve an already great experience, not be the method to fix a broken game. A broken game should never leave QA.
As usual, people have no idea of the complexity of software. Games are extra complex. Games that are meant to run on an infinite variety of hardware combinations are worse. And it’s not any game, it’s an expansive RPG with hundreds of hours of gameplay and paths.
It’s impossible to ship this kind of product bug-free, and it’s quite probable that it will never truly be bug-free. A day-1 patch is obviously expected, and bugfixes in the following weeks mean that devs are closely monitoring how it goes, and are still working full-time on it. That’s commendable.
Day one patch is fine. It’s just an odd remnant of buying physically as the discs have to be pressed and shipped several months ahead of launch while the Devs carry on working. Digital owners just download the latest build on launch.
If there’s a patch and the game is still full of issues, thats another story.
So pressing unfinished games on disks is fine for you? They should release a finished game. What if the console shop or server goes offline? How can you play it then? For preservation, day one patches are a nightmare.
I’m glad to see the trend of releasing more games for pc beside their console counterpart rising. It makes preservation easier.
Pressing unfinished games is a trade-off and a lesser evil than instead choosing to distribute games digital only. One alternative would be to delay all launches until multiple months after the game is considered “ready,” but that would likely impact revenue streams in a way that the people making those decisions would never agree to. It would also upset the 80% of the market who buy games digitally - why should their release be delayed?
Would you prefer for physical releases to not be available until 3-6 months after the digital release (and more frequently, for there to be no physical release at all)?
Even if you press finished game, you still find tons of issues to fix before the release. It should be treated as bonus polishing time though, not time to finish the game.
BG3 has plenty of bugs, some of them game breaking. Look at the litany of fixes they delivered in each patch. It’s not about that. It’s about releasing a game that isn’t a “service”, and just a purely high quality game - tactical combat that works well, characters with good writing, a solid plot hook, a distinct graphical style, phenomenal voice acting and mocap (which matter more for this genre than they would in, say, a third person shooter).
Every game has bugs, that is not really what a ‘finished game’ is about. Its more about consistently working features, delivering what you promised and working on fixing things you know arent working correctly.
Like everyone else is saying, I think the standard for primarily single player video games should be releasing a finished product for a reasonable price. I’m sure I don’t speak for just myself but I’m super tired of things like: unreasonably priced tiered purchase options, cash shops/microtransactions, battle/season passes, twitch drops, preorder bonuses, and just any kind of FOMO in general. It feels like a lot of modern video games are only designed to siphon as much money from the consumer as possible with the least amount of work possible. A lot of these games have no soul and they’re unfinished and broken on release. I just don’t even bother with them anymore.
Some of the things you just mentioned are actually things Baldur‘s Gate 3 did, though. Namely Twitch drops, pre-order bonuses and (arguably) unreasonably priced purchased options with their day 1 DLC. The latter is especially baffling since Larian Studios makes a big deal of not paywalling extra content while doing exactly that from the start. It‘s also guilty of having quite a lengthy early access phase prior it‘s release.
The success does not come from lack of bullshit, but from delivering a good, polished product regardless.
Yeah, I wasn’t too happy with the twitch drops thing but I caved in and created an account so I could get them. I feel like I let the 10 USD DLC slide because 70 USD total seems to be becoming the standard price for games anyway. They’re not totally innocent of the things I dislike but they delivered such a phenomenal game that I can overlook it.
The 10€ DLC iirc only has content that references their past Divinity games, I feel like it’s one of the fairer DLCs, given that it’s completely innecesary for the full experience and might even detract from it for non larian fans. I feel like it’s better to give it as an extra purchase than include it in the pack.
Full disclosure I backed/preorderd the game the moment they announced in kickstarter and I have gotten it for 40ish euros iirc, and I got the DLC content for being an early backer. I don’t usually preorder but it’s Larian, they always overdeliver, and this time they did also, while raising the price of the completed game because they overdeveloped the initial concept way too much lol.
“not always possible for other developers”, mostly because they’re busy shitting out rubbish, buggy titles riddled with micro transactions (or whatever nonsense they can get away with to nickel and dime their customers)
People took note of how great BG3 is because it’s just a good game, you’re not be treated as a resource they can squeeze to get extra cash
The way I see it, there are enough quality indie games, retro emulators, and titles on the average Steam backlog (to the point that it’s a tired joke) that gamers can afford to only pay for unmissable quality. People know what they like, and they talk.
Economically, money is scarce. So is free time, for a lot of us. We don’t care what you tell us to “expect” from you, game publishers with hot takes on BG3. If you can’t release finished games at game prices, maybe you’re not the beating heart of the game industry.
That might be the way it works in your head, but the reality looks different.
AAA games make the most money on PC. And even those games despite micro transactions, DLCs and so on are easily overshadowed by mobile games.
My favorite games are indie games, but indie is simply not feasible in some genres. Take MMOs for example, every stab at it has burned to the ground or was abandoned (or a scam).
Criticizing the big publishers is the only thing we have, because obviously voting with your wallet doesn’t work. You might not buy it, but several million other people who saw a shiny cinematic trailer did. And they will continue to do so, even when Call of Duty 23 sucks they’ll go and buy 24 next year.
I wanted to stick to my I Statements a little more than I did. I cede mostly to your points but reserve that it’s bullshit to tell me not to expect quality just because someone proved it can still be done. It tells me the bigger gaming industry has gotten too large and dreary to be much use to me.
I thought the standards people were talking about were the exceptional treatment the players received (Larian provided a full game experience. This is no abusive DLC scheme, no predatory microtransactions and way more polished than the average AAA game experience)
It turns out all the fuss was about the game size?
I think it was about all of the above. The actual quote is about the game size, but not all the way. He says that smaller studios may not have the resources to do what they did by having a multi-year early access period. Remember, they have to pay people that whole time without getting much money from the product. Also, he points out that larger studios such as the one making Starfield should have the resources to do what they did and more.
The size of Baldur's Gate 3 isn't the standard I want it to set anyway. I just want RPGs to be that deep with that level of production value. I finished Act 1 in the time it took me to finish all of Mass Effect 1, and I can't believe I've still got two thirds of the game left. This game is the entire Mass Effect trilogy in one game, but Mass Effect didn't give me a ton of ideas for different ways to play the game I just finished. You can play a Shepard who kills more with powers than with guns or more with guns than with powers, but it's nothing like this.
Also, here's the other standard. The game has multiplayer, but it's not a horde mode. It's not a live service hero shooter. It's just co-op; the video game version of playing tabletop with your friends. It's got LAN mode and direct IP connection. It's available DRM-free. It supports controllers and mouse/keyboard really well. Other than that weird Larian launcher that you can disable easily enough, this game is doing everything I need it to do from a software perspective and to stand the test of time in a world where live services inevitably keep dying.
I mean, their requirements are still more strict than steam. GabeN basically says as long as you don’t break the law or cause us to lose significant business from bad press (aka “straight up trolling”) with your game, and have $100 cash handy, you are welcome to shill your school project quality, my first Unity game shovelware here
Man this is one legal mess we’re going to have to iron out as a society. I see both sides, obviously a creator doesn’t want their work to be utilized in a way they don’t approve…on the other hand we severely limit ourselves on AI development if we don’t use the collective work of society as a whole. And policing may be a LOT harder than people realize…taking that too far while it protects authors and creatives may ultimately mean falling behind in this area to competitive countries.
For games, at least it kind of makes sense to want to use a model that doesn’t have things trained from libraries or television/movies. You don’t want to be talking to an NPC in a Star Wars game that keeps referencing Harry Potter as an example lol…might be a little immersion breaking haha.
But also, AI usage could bring development a step forward. Indie devs may be able to produce AAA quality experiences on their normal budget, or conversely hobbyist may be able to create Indie-level games.
I see AI bringing us potentially marrying a lot of silos of entertainment in the future. We may move beyond movies, TV shows, gaming into more collective “experiences” that combine the best aspects of all of these mediums.
Idk what the answer is but it’s going to be interesting to see how it plays out.
Can you explain how that seems logical? It makes it impossible for anyone but the mega-rich to use. AAA developers alone will be able to reap the benefits of generative AI and outcompete indie devs who can’t afford models that meet these ridiculous restrictions.
It'll prevent indie artists from having their work plagiarized over and over without payment from indie "devs" who honestly shouldn't have the right to exist as "developers" if they can't afford to actually hire artists and such.
It'd be one thing if they made an agreement to get assets from artists for cheap or for free as a favor, but just plain putting them all out of business permanently by letting a machine steal their work forever is another thing entirely.
I disagree, for several reasons. First off, you’you’re trying to paint developers who use generative AI plagiarizing other’s work without supporting that claim with any evidence. Then you go on to further and start insulting indie developers by insinuating they’re not real devs and have no right to exist. These personal attacks conveniently don’t address any merits or drawbacks of using generative AI. You should judge them based on their products, not budget or resources.
You end it all off by arguing a slippery slope of catastrophic consequences without evidence or reasoning for this can even happen. Not only that, but you predict that using generative AI to create content will “put them all out of business permanently by letting a machine steal their work forever”(without a shred of evidence as to how this is even stealing). Without you realizing it, this rule could turn Steam into a corpo-only playground by giving them exclusive use of the most powerful cutting edge tools that can save thousands of staff hours, saving only them wads of cash but also giving them a leg up on learning how to use these tools to enhance their work, discover new forms of expression, or to challenge the boundaries of art.
Your comment is elitist and doesn’t reflect the reality or generative AI in game development, and misunderstands our rights to give IP holders more power over creatives than they deserve. I suggest you do some more research and open your mind to the possibilities of generative AI, instead of dismissing it as a threat or a cheat. AI training and use isn’t only for mega-corporations. We can already train our own open source models, so we shouldn’t let people put up barriers that will keep out all but the ultra-wealthy.
Reading it again in context, your response is at best completely misunderstanding what is being said.
They are not “insulting indie developers by insinuating they’re not real devs and have no right to exist.”. They are saying that developers who rely on AI models should compensate the artists whose works trained that model. The model itself can only exist through processing artists’ copyrighted works.
As much as you talk of defending the little guy from corporate dominance, it doesn’t seem like you are considering the position of game artists, or any other small artists.
Just as that article does, frankly. Not only it seems entirely unconcerned with the realities of artists in a world where AI can replace them, its defense of scraping as “analytical” doesn’t seem very sound when the entire purpose is to create derivative works. Lets not forget that law exists, ideally, to protect people. Any argument that alteration to the law would make it worse tends to treat AI as equivalent to human, which it is not and it shouldn’t be treated as such.
They are not “insulting indie developers by insinuating they’re not real devs and have no right to exist.”. They are saying that developers who rely on AI models should compensate the artists whose works trained that model. The model itself can only exist through processing artists’ copyrighted works.
This is what I meant.
Just as that article does, frankly. Not only it seems entirely unconcerned with the realities of artists in a world where AI can replace them, its defense of scraping as “analytical” doesn’t seem very sound when the entire purpose is to create derivative works. Lets not forget that law exists, ideally, to protect people. Any argument that alteration to the law would make it worse tends to treat AI as equivalent to human, which it is not and it shouldn’t be treated as such.
Derivative works doesn’t mean what you think it does. You should read the article again because I don’t think you took it all in. These are tools made by humans for humans to use. Restricting these models is restricting the rights of the people that use and train them. Mega-corporations will have their own models, no matter the price. What we say and do here will only affect our ability to catch up and stay competitive. And no one is trying to treat AI as equivalent to humans. Humans using machines have always been the copyright holders of any qualifying work they create. AI works are human works. AI can’t be authors or hold copyright.
No, our legal definitions simply haven’t been made with a consideration towards advances in technology. It is made for a world that has printing presses and photocopiers, not for one where people can and do selectively feed one artists’ works into AI without their permission to generate works that are non-identical but clearly intended to be equivalent to that artist’s work. There is no other way to call that but derivative.
But while the overall result is more ambiguous as more works are used for training and the prompt doesn’t rely on one particular artist, it’s much in the same way that a large enough tragedy is a statistic. It’s fueled by massive amounts of copyright infringement. The humans who prepared these tools in this way didn’t have the right to do it as they did.
That said, this insistence that the only way to be competitive with corporations using AIs is to use AI is questionable. You said your previous comment responded to me but it didn’t actually. Why is it that AI would make it or break ot for indie developers that can make do without the massive production teams and expensive tools that AAA studios have? Why is this what would drive them out when all the other advantages AAA studios have didn’t? I find it very unlikely that the personal craftsmanship in indie works will cease to be appealing.
Besides, AI could be ethically trained by using works in the Public Domain and Creative Commons. So it’s not even like the only options are being complicit to ripping off artists or being cut off from this tool.
Your comment doesn’t address what I said in any way whatsoever. Especially as far as respecting indie developers go.
To restate it, indie developers already manage to find success even though AAA studios already have a massive advantage in production. If they don’t have access to generative AI, that’s only going to keep things as they already are.
Keep in mind, above everything else, what draws people towards indie games is the developers’ vision. While AAA studios can resort to have hyper-realistc, intricately rendered graphics, orchestral music and hundreds of thousands of lines of text, indie games still manage to find their appeal through simple visuals, more personal music and writing. The personal touch and daring vision gives them an appeal that most corporate productions fail to capture. Frankly, your insinuation that access to AI is going to make it or break it for them, that if not for that they are all but doomed to be replaced by corporate AI driven works, doesn’t seem to value the work that they already do.
Big developers don’t have to just increase the scope of their games, they could just as easily make many small teams that can each work on their own smaller games. You appear to have a very narrow view of what generative AI can do for game development. You assume it isn’t good for creating the types of things that makes indie games appealing, rather you can only create cold corporate schlock with it. It can also help with simple visuals, personal music, and writing (this link is possibly NSFW). You can also create with it procedural content, landscapes, dungeons, quests, and characters in your style.
Generative AI can help indie developers save time and money, increase their scope and variety, and give them the time to experiment with new ideas and genres. They can also reach a wider audience, by helping with content in different languages and cultures. They could also help collaborate with other developers, artists, and players, by sharing and remixing content.
I think you’re missing the point of generative AI. You are ignoring the fact that generative AI isn’t a monolithic entity, but a diverse, evolving field of research and practice.
Big developers don’t have to just increase the scope of their games, they could just as easily make many small teams that can each work on their own smaller games.
There was never anything stopping them from doing that without AI. They don’t do it because their executives and investors want the large Return on Investment that they can only get with big blockbusters. They don’t care to take over the indie scene because it’s often focused on titles that are niche and risky.
Even if you are correct about the capabilities of AI, and to be clear I do believe you are mostly correct, it’s an overstatement to talk of it as if it will replace all other disciplines. It’s almost like saying there is no more purpose for drawing now that we have photography, and nobody can thrive if not for photography. Even if AI is widely adopted there will still be plenty of space for works made without it.
Really, I’m not entirely opposed to AI but the mindset here is definitely one I cannot gel with, one that making more, larger, faster art is more worthwhile than making it yourself. Even if AI could make whole characters and settings in someone’s style, the people working on it often want to make it themselves. An AI can’t condense all your inspirations and personality and the meaning you would put into a work for you. AI does not even truly understand what it does, it’s only providing a statistics-based output. Even the best, most complex, most truly intelligent AI imaginable is not replacement for an artist, because it isn’t that artist.
Ultimately AI still seems to serve better to expansive games that need to be filled with a lot of content than small works of passion.
There was never anything stopping them from doing that without AI. They don’t do it because their executives and investors want the large Return on Investment that they can only get with big blockbusters. They don’t care to take over the indie scene because it’s often focused on titles that are niche and risky.
There’s a possibility the profit margins could just get that juicy. You could have a skeleton crew work on a game for a shorter amount of time and get it out there making money.
Really, I’m not entirely opposed to AI but the mindset here is definitely one I cannot gel with, one that making more, larger, faster art is more worthwhile than making it yourself. Even if AI could make whole characters and settings in someone’s style, the people working on it often want to make it themselves. An AI can’t condense all your inspirations and personality and the meaning you would put into a work for you. AI does not even truly understand what it does, it’s only providing a statistics-based output. Even the best, most complex, most truly intelligent AI imaginable is not replacement for an artist, because it isn’t that artist.
AI can’t create anything itself, it’s a tool to help artists create explore, expedite, and improve. An AI can’t condense all of your inspirations and personality and meaning in the same way a drawing tablet can’t. It’s all in how you use it. You can infuse it with your learned experiences at training, guidance, inference, and post-processing to make it more closely adhere to your statistics.
Ultimately AI still seems to serve better to expansive games that need to be filled with a lot of content than small works of passion.
We’ve been talking about indie game devs this whole time, but we haven’t even touched on amateur games devs. For small scale, I think this is where we’ll see the biggest impact. People with fewer or no skills might get the helping hand they need to fill the gaps in their knowledge and get started.
There’s a possibility the profit margins could just get that juicy. You could have a skeleton crew work on a game for a shorter amount of time and get it out there making money.
This is pure speculation, and a very iffy one at that. Large game companies keep betting on larger and larger projects, distancing themselves from niche genres. It’s a huge leap to go from “maybe they will try to make smaller games with AI”, which is already speculation, to “indie devs won’t be able to survive if they don’t use AI too”.
An AI can’t condense all of your inspirations and personality and meaning in the same way a drawing tablet can’t. It’s all in how you use it.
The tablet can be a neutral medium, an AI is trying to condense the outwardly obvious stylistic choices of countless other artists, without an understanding of the underlying ideas that guided them, while you are trying to wrestle something somewhat close to your vision out of it. I suppose that’s like being a director, but it inherently means the result less personal. What decided the shapes and colors? What decided the wording and tone? Who can say.
People with fewer or no skills might get the helping hand they need to fill the gaps in their knowledge and get started.
I’d say today there are easy enough tools that getting started is fairly easy, but there’s some merit to that. Still… that bumps with the uncomfortable possibility that if AI is widely adopted, there will be less game developer and artist jobs available. Sure, more people could get their start, but could they actually get any further than that?
This is pure speculation, and a very iffy one at that. Large game companies keep betting on larger and larger projects, distancing themselves from niche genres. It’s a huge leap to go from “maybe they will try to make smaller games with AI”, which is already speculation, to “indie devs won’t be able to survive if they don’t use AI too”.
Square Enix, one of the biggest game publishers in the world, has several divisions that make gacha games for mobile platforms. These games are very profitable, and almost every one of them is developed in house. These games don’t compete with or replace their AAA games, and they keep on making them, so it must be good enough. It’s almost a requirement for there to be a mobile game of the latest Square-Enix game.
The tablet can be a neutral medium, an AI is trying to condense the outwardly obvious stylistic choices of countless other artists, without an understanding of the underlying ideas that guided them, while you are trying to wrestle something somewhat close to your vision out of it. I suppose that’s like being a director, but it inherently means the result less personal. What decided the shapes and colors? What decided the wording and tone? Who can say.
I’d say today there are easy enough tools that getting started is fairly easy, but there’s some merit to that. Still… that bumps with the uncomfortable possibility that if AI is widely adopted, there will be less game developer and artist jobs available. Sure, more people could get their start, but could they actually get any further than that?
That I can’t say, but I hate that this tool with boundless potential to revolutionize the way we communicate, inspire, create, and connect with each other out of the gate has people attacking it with saws trying to get it to fit into the curtain rod shaped box of capitalism. It’s a sorry state. Maybe more people will follow cottage creators with a vision they find appealing, like on OnlyFans and Patreon? We’re social creatures, we like having shared experiences in that way. Hell, maybe collaborative projects like SCP in the future.
Square Enix, one of the biggest game publishers in the world, has several divisions that make gacha games for mobile platforms.
Did you know that mobile freemium games already surpassed console games in revenue? Sure they may be cheaper to produce, but they are not niche or low in Return of Investment, much the opposite. This does not even vaguely correlate with a total indie market takeover.
Don’t underestimate what you can do with fine-tuning. There’s more to guidance than just text prompts.
However many examples you may pick, it still doesn’t make the tech able to make works exactly as the user envisions, and it isn’t based on their own internalized inspirations and personality the same way. If anything, using established popular characters and styles as an example indicates that you aren’t quite grasping what I’m getting at, about the unique characteristics that each artist puts in their work, sometimes even unwittingly. I don’t doubt that AI could perfectly make infinite Mickeys. This isn’t about making more Mickeys. So to speak, it’s about making less Mickeys and more of something entirely new.
That I can’t say, but I hate that this tool with boundless potential to revolutionize the way we communicate, inspire, create, and connect with each other out of the gate has people attacking it with saws trying to get it to fit into the curtain rod shaped box of capitalism. It’s a sorry state.
I’m not usually this radical, but putting it bluntly, either AI or Capitalism has to go. If not like this, I wouldn’t see any issue with this easier way to get some form of guided aid for artistic expression, leaving aside its limitations and the matter of scraping for a moment. Both of them together, we’ll see artists and game developers driven out of their industries, not to mention all the other artistic, customer service and intelectual jobs that will soon be replaced to optimize profits for executives and investors. None of this would be a concern if everyone could just work on their passion projects and have a guaranteed livelihood, but that’s not how it works as it is.
More crowdfunding as a solution? On whose wages? Making it that way is already a rare luck, before any larger issues. But what if everyone used AI? Well, that wouldn’t really make the potential customers any more numerous. It would, however, make the number of artists and developers needed less numerous. So, how do they make a living then? What good is it if an artist has to take some sweatshop job to survive because AI is now making works in their style for free?
But I admit that the AI genie probably can’t be put back in the bottle, now that it’s already so widespread with no legal repercussion. But it’s a battle that will get much uglier, and resentment is the least that we will have to worry about. No wonder, because it’s going to suck for a lot of people.
Did you know that mobile freemium games already surpassed console games in revenue? Sure they may be cheaper to produce, but they are not niche or low in Return of Investment, much the opposite. This does not even vaguely correlate with a total indie market takeover.
You’re moving the goalposts here, your original comment asserted that large companies only bet on larger and larger games, and when you have this many mobile games out at once, a lot of them are going to be pretty niche. Currently, gacha is the go-to for small development for large companies, it’s not out of the realm of possibility for lower costs to lead to more traditional games to me.
However many examples you may pick, it still doesn’t make the tech able to make works exactly as the user envisions, and it isn’t based on their own internalized inspirations and personality the same way. If anything, using established popular characters and styles as an example indicates that you aren’t quite grasping what I’m getting at, about the unique characteristics that each artist puts in their work, sometimes even unwittingly. I don’t doubt that AI could perfectly make infinite Mickeys. This isn’t about making more Mickeys. So to speak, it’s about making less Mickeys and more of something entirely new. If you tell me what you want to see, I can probably find it.
I’m not sure what you believe generative tools are supposed to do. This is just one tool in a chest of many, it isn’t going to pop out fully finished work. You need to work with what you make. It also isn’t a requirement to use established characters, I picked things with distinctive characteristics, the characters are just a touchstone for people to evaluate how well those characteristics are transferred. This can work just as well for anyone, I’ve seen people fine tune with just nine images.
I’m not usually this radical, but putting it bluntly, either AI or Capitalism has to go. If not like this, I wouldn’t see any issue with this easier way to get some form of guided aid for artistic expression, leaving aside its limitations and the matter of scraping for a moment. Both of them together, we’ll see artists and game developers driven out of their industries, not to mention all the other artistic, customer service and intelectual jobs that will soon be replaced to optimize profits for executives and investors. None of this would be a concern if everyone could just work on their passion projects and have a guaranteed livelihood, but that’s not how it works as it is.
Would be nice if there was any headway in that sense but it seems we just get more and more reasons why society can’t keep going like this, but it keeps going like this.
You’re moving the goalposts here, your original comment asserted that large companies only bet on larger and larger games, and when you have this many mobile games out at once, a lot of them are going to be pretty niche. Currently, gacha is the go-to for small development for large companies, it’s not out of the realm of possibility for lower costs to lead to more traditional games to me.
I did not move goalposts one inch. You are thinking of mobile games as “small games” when in fact they are more profitable than console games. I specifically contrasted “niche” to “blockbuster”. Candy Crush may be simple but it’s one of the the most profitable game of all time, it is not niche. Even something like Final Fantasy Dissidia Opera Omnia surpassed 100 million dollars in revenue, which would be a huge fortune for the average, mildly sustainable indie. If you look at them solely in terms of how costly they are to develop you are missing the point.
They are not going to be making, say, psychological surreal point-and-click adventure games because it’s not so easy to shove microtransactions out the wazoo and get hundred million dollars from them. You see them making a lot of live services with endless progression, multiplayer and arcade-style games where it’s easy to monetize.
I never meant small in terms of profits, I only ever meant in terms of development resources, that’s what generative AI will impact. The most humble games can become huge hits, see: Stardew Valley. With a better cost proposition, we might just see those psychological surreal point-and-click adventure games.
Also do mind that Final Fantasy XV: Pocket Edition isn’t a gacha, it’s a scaled down port of the game of the same name that’s divided into ten chapters; the first one’s free, but the other nine will cost you. Meanwhile, Final Fantasy VII: Ever Crisis, a free-to-play port of Final Fantasy VII too will be episodic, but it will have a gacha for weapons and costumes.
Well I did mean small in terms of profits, because that’s what directs the investment of big companies. So, yeah, I don’t think so. Farming Sims weren’t even seen as a money maker until Stardew Valley became a hit. Sure they can chase trends, but even if it was cheaper it’s pretty unlikely that they’d bother investing in genres they can’t see big returns in. Even with AI, it’s not like they can put “psychological surreal point-and-click adventure game” on a prompt and get a finished product that easy, they will still need to invest in developers for it, nevermind all the marketing that big companies do for their releases. It’s more likely they’d release yet another gacha.
Even your examples of it being done different are still the highest profile releases from that company, not some quirky novel idea. They were betting big on FFXV when they released that, and they are doing this for FFVII these times.
The AAA companies are too risk-averse to take out the indie scene, they would rather insist on trends until they stagnate.
I was never arguing that it would be effortless, but easier. I also feel like the marketing budgets are kind of beside the point here of development costs, but hey, generative AI might help with that too.
Even your examples of it being done different are still the highest profile releases from that company, not some quirky novel idea. They were betting big on FFXV when they released that, and they are doing this for FFVII these times.
I don’t know, they also released Diofield Chronicle, Triangle Tactics, and Octopath Traveler were smaller budget games with no pre-existing IP that were also pretty experimental. What they make may not be your “psychological surreal point-and-click adventure game”, but it might be something just as adventurous.
Eh, a couple new RPG IPs from a company known for making RPGs is hardly such daring venture. If anything, they used to make more of those around the PS1 era. AI may make game development easier, but it won’t make such a drastic branching out likely.
Some people consider releasing new RPG IPs pitching your money right in the trash. That’s pretty adventurous to me. Even if it doesn’t cause a drastic branching out, more companies dipping their toes might make quite the ripple.
Can you imagine if SquareEnix of all things couldn’t pitch a single brand new RPG IP? If this is what counts as adventurous, I’m not worried for indie studios at all.
It’s wild, but these days this is adventurous, even for Sqaure-Enix. The trend with their AAA games has been not turn based RPG for more than a decade. More big companies might decide to release more modest size games that play to their heritage and strengths.
It really just requires a single step of indirection. Instead of indie dev using AI directly, they pay Joe’s Asset Shack for their assets which may or may not be generated.
Yup. That seems to be a part of their business model (doing anything Steam won’t do). The problem is when those calls by Valve are for issues that touch on ethics.
It’s why I won’t even install their launcher. I don’t care how many games are free on Epic. I can’t support that kind thing.
Is there a reliable way to detect the presence of AI content in games? I’m guessing that if you submitted a game to Steam with some AI generated content mixed in, nobody would ever know, so a rule against it would be effectively pointless anyway.
Programmatically? Not really. There are efforts among the major LLMs and content creation tools to embed digital watermarks in AI generated media. But, especially for 3d games where most of these are textures, that is pretty difficult.
What I do see is a focus on computer vision to identify/isolate assets and then look up the provenance of those. Whether it is ripped out of a different game, part of a commonly available asset pack, or registered as having been made by an LLM. Which I actually would expect Epic to push for (since they have an asset store…) but… yeah.
At this point it feels like Tim Sweeney is a generative AI which has been exclusively trained on taking a data set from Steam’s and Gabe’s decisions and inverting them. And that’s it.
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Aktywne