Now should have Jagex reviewed it? Of course. However, there’s just this mistrust in art now. I’ve commissioned two things from artists. I asked both, as for my work I want to fund actual artists. However as these tools get better, I’m concerned that trust won’t be good enough.
Fake edit: “Well if it’s so good you can’t tell the difference then why’s it matter” completely misses the point so let’s not bother with that.
But also, game development economics are very different from SaaS products. You can't spend a ton of money in tokens per month and expect that the gains from selling those features will support the cost of building them. Game dev margins are already slim-to-negative for most independent studios.
Games are art, and the people who make them are by and large: artists. Why would artists want to use generative AI?
Extremely needy, demanding, and simultaneously spineless.
Riot releases a $500 skin and make a million dollars, GTA6 has a $400 edition that doesn't include the game, and of course the OG horse armor.
Outrage after outrage, yet they keep on buying.
Additionally, 99% of them have no clue how hard it is to build a game, at any scale really. They don't understand where corners have been cut, and that it's possible to use AI without cutting corners.
They quite literally demand the world despite having never created a single thing themselves, blindly consuming, never producing.
Personally, it makes no sense to build a game without AI. A lot of code is needed and you need to iterate on it, perfect use case for AI.
Art, buttons, sprites, and models, often need rounds of iteration, why not start with a basic set and work on it?
There's nothing wrong with iterating, there is plenty wrong with slop (like the 6 fingers in the trailer). So let's be mad at the slop, not the AI itself.
“Hello, it’s me, again, talking about Gen AI, again.
We’re aware of the concerns raised about the Dragon Slayer 2 trailer and have taken it down, while we investigate urgently. This trailer was produced by a trusted external partner who had explicitly confirmed that GenAI would not be used. But, among other things, there’s a sixth finger and, well, that’s pretty hard to explain away. For that we apologise.
Our position is clear at Jagex: we don’t use GenAI to create our games, artwork or creative assets, and will not knowingly allow it to be used on our behalf. This is the second time in quick succession that concerns about generative AI have arisen through partners we trusted, and for us that highlights an issue with our own processes which we must address.
Immediately following RuneFest we’re overhauling our review processes, and we’re going to work with and commission creators from the community to make sure that the story of Dragon Slayer II is told to the standard befitting of such an update.”
I'm kind of looking forward to games that leverage locally generated art/content assets using local large/small language models, as a way to make game content more expansive: you make choices in the game that causes different content to evolve in different ways, everyone's game play is different. I see that as a much harder problem for artists to work on (how do they express the meta art for an expansive experience rather than concrete art for a fixed one). I haven't seen anything like this yet, but I'm sure we will see it eventually.
Adding to the fact that people who write code are in general much better compensated in most industries than people who produce art, having software replace artists feels like "punching down" in a way that having software replace people who write software doesn't. As a software engineer, Ilif I use AI to write a bunch of code for myself, I'm much better able to understand the tradeoffs to my future employment in a much more visceral way than I ever could for what using AI-generated art might mean for an artist. Even with all of the recent proclamations that code is "solved" and fearful predictions that programming jobs are going to stop being so cushy, the job market for the average software engineer is probably at least an order of magnitude better than it is for the average artist in terms of compensation and job security, and AI or not, I don't see that changing any time soon.
Going whole-hog on artistic intentionality for every little detail is just bikeshedding.
So for mobile games, sports franchises, generic shooters etc. using AI would probably not affect sales or success. But for something where immersion and gameplay quality is the focus, hand coding will be the way to go.
Where creativity doesn’t matter, such as with QA and security, AI will still speed things up considerably without compromising the integrity of the content.
It is fantastic at the code. Monobehaviors are completely solved. I ~never have to look at c# code or shaders again if I choose not to. However, this was like 5% of the problem.
Composing a three-dimensional scene graph in a way that is compelling to a human observer is not something an LLM will ever be very competent at. I worry about those who are in the midst of conflating the capabilities of diffusion models with those of "world" models. The former make it seem as if we are "so close". The latter are more or less non-existent.
>[X] is not something an LLM will ever be very competent at
I'm no longer convinced that this is a particularly safe bet for any value of X. LLMs have absolutely been demonstrated as capable of doing things that they're theoretically the wrong type of model for, like generating images by writing SVGs or simulating brush strokes.
And then they wonder why the their ugly-ass game with no consistent art style and no coherent design doesn't take off since it was coded with a superior artificial intelligence, in less time, and must therefore be objectively better.
They don't understand that there's some knowledge that exists within the heads of human beings and their experience that you can't reverse engineer from the human-generated artifacts in the training data. You can't derive Leonardo Da Vinci from a PNG of the Mona Lisa. Say that and they'll just think you believe in ghosts, though.
If you have a subscriber base at $X in 2022 and are profitable, you will still be profitable in 2026 if the subscribers stay.
Gamers generally don't want even want slop.
royal__•1h ago
rolosa•1h ago
StevenWaterman•1h ago
cubefox•51m ago
galleywest200•43m ago
People may be forgetting the game has 20 years of content already, why do they need to make more faster with GenAI? Its already a massive piece of software.
Runescape is quite literally a dinner table name it is that famous. Their only true competition is probably World of Warcraft. The community is already huge. What competitive advantages are they going to lose? Likely none.
haunter•54m ago
otoh I would put the Runescape community and people who play Yo-kai Watch games as far away as possible from each other