Replying to @⁨Korkki@lemmy.ml⁩

Gen-AI use is fine

It’s really not. There’s already enough procedurally generated GACHA crap. Plus the games that are barely more than T&A Simulator. Hooking this up to the AI pipeline and blasting it into Steam or some similar digital games marketplace is bordering on an act of violence.

It doesn’t make a gamedev any holier or respectable if they torture themselves by hand drawing 1000 unique titles and textures for bookspines for some NPCs bookshelf.

I mean, this is what really separates the Men from the Boys when it comes to game development. You come at this thinking “Aha, what kind of dumbshit would have 1000 unique ideas for tiles and textures? How could that possible add to a player’s experience?” And yet this is exactly what makes a FromSoft game or a Hideo Kojima title or a top tier FF title or old school Blizzard or Bioware or Ubisoft or Nintendo game stand out from the pack.

The loving attention to detail. The craftsmanship and creativity and invention, when translating an idea into a digital asset. The fact that it isn’t just a reskinned cracker box CTRL+C, CTRL+V’d a thousand times across a janky looking brick wall.

You begin to see a game’s age and lack of care when an expansion comes out and people are saying “X is just a reskin of Y” in the reviews. You see its strength when you’re on your 100th hour of Eldin Ring or your eighth Resident Evil game, in a location you’ve never been getting blindsided by a creature you’ve never seen before.

Replying to @⁨UnderpantsWeevil@lemmy.world⁩

And just to extend, this doesn’t just apply to AAA games or anything. Like look how much people fell in love with and lovingly memed the placeholder art in “Slay the Spire II”. Or how much players are still captivated by the story and feel of “What Remains of Edith Finch”.

There’s plenty of examples of solo devs doing it too, just not as shiny. “Balatro”, “Axiom Verge”, “Return of the Obra Dinn”, “Stardew Valley”… I could go on. People like lovingly crafted things of any size

Replying to @⁨Grimy@lemmy.world⁩

I pay for games instead of pirating because I believe that the people that worked on a game deserve to be compensated for their work. If these people are using generative AI that was trained with images obtained without the consent of the creators (and right now it’s very unlikely they are using ethically-trained generators), they are not paying the artists that helped create their images. Why should I pay for the game then?

Replying to @⁨Grimy@lemmy.world⁩

Do you work for Anthropic or something? Lmao

I’m sure I would enjoy playing GTA6, I really want to play it, but I’ll be abstaining because of Rockstar’s union busting bullshit, the exorbitant price, and the fact that you don’t even get a real physical game for the insane amount they’re asking.

As far as I know they didn’t use any AI, but that’s not the point.

The point is that some things are more important than a game, regardless of how enjoyable it might be. Things like class solidarity, artistic integrity, and other elements of real life.

Replying to @⁨Korkki@lemmy.ml⁩

meanwhile, asset packs:

also, the problem you describe is part of the reason why hyper realistic games are a problem and expecting all games to fit that mold is bad. your bookshelf is a background detail, it’s fine if all books are just flat colors. using ai for this is the worst of both worlds: it looks unimpressive (half the reason people like hyper realism in games is that they can go “whoa look at all the effort they put in!”), and it takes a massive amount of space on people’s hard drives for no reason!

Replying to @⁨Korkki@lemmy.ml⁩

Counterpoint: procedural generation in computer games existed at least since Rogue (1980) and is accepted as a well defined way to efficiently make randomized assets and asset combinations via set rules. It aces the tasks with trivial variation like said bookspines, but can go as complex as you set it up. Not everything can be supplemented by proc gen, but it’s usually the answer when you have troubles with quantity of pieces as a priority rather than quality/uniqueness of individual ones. Examples range from Borderlands guns constructor set and Diablo maps, to Minecraft-alike sandbox worlds, to overcomplicated life sims like Dwarf Fortress where multiple systems of algorhytms shape every playthrough in a different way while also reacting to player’s input.

Building such systems needs planning and thinking, but it is a potentionally endless source of intentionally designed stuff, that returns a piece on command.

GenAI though is unpredictable, unintentional and, as long as you don’t build it into the game itself, consists of fixed resources you bake in.

The niche it primarily threatens is not background props, but high effort pieces like visual novel scenes, loading screens art, character’s likeness, strings of dialogs and lore books that couldn’t be proc gened and are created piece by piece by an artist. Making LLM create bookspines is a waste of tokens, and a waste of hard drive space too to pregen them all, it only makes sense if used in place of unique assets. And, these are the things most would prefer handcrafted for they form the face of the game more than anything else.

Replying to @⁨Korkki@lemmy.ml⁩

Well you just shot your argument in the balls because your original comment talked about “bulk background props and somesuch”, not in-universe unique/important objects that will obviously require custom-made assets from scratch.

And if anything, I’d rather play mindless generic asset flip games than play a single game with AI-generated assets and possibly code as well.