Games are art, and the people who make them are by and large: artists. Why would artists want to use generative AI?
Going whole-hog on artistic intentionality for every little detail is just bikeshedding.
[0] And library music for games, which I'm getting into making: https://clubhouse.kyefox.com/posts/2016-2026-162342979
That is orthogonal to the issue of game developers exploiting technology to disenfranchise labor and produce a shoddy product. There certainly should be economic breathing room in the richest societies on the planet in the wealthiest era of human history for artists to spend time crafting work how they like.
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.
But a line of buggy code will be substantially more impactful than a poorly drawn model. An extra finger on a model doesn’t cause your save to be corrupted or a quest to hard lock.
But I disagree with your premise, players ABSOLUTELY look at the output of both the code and the visual art. The code is the thing putting it on screen. It doesn’t matter how many fingers a model has, if your engine incorrectly renders it.
The scrutiny here, and the pushback against it, is actually not even about the result, it’s about the process. Even if the AI art was perfect and could not be distinguished from human art, a large fraction of people would oppose it simply because it was generated by an AI.
A standard mind you that very few hold the code to.
I don't think that's true, I could mention a few examples, the cliché of the Unreal Engine hair style or lights and on the other side of the spectrum, the custom made engine which made TinyGlade what it is.
Game development iterates with what's brought from the coding side.
I'm so excited that LLMs are great at coding. Most of my problems I have with various games I love is that they're written by people who couldn't write performant code at all but are great at building a world and telling a story.
Just look at Escape from Tarkov. Great game but some of the worst software architecture choices of all time. It used to take 4 minutes to get out of match and often 10-15 minutes to get into one and it was all just because of shitty code / design.
It's been fixed now and I'm sure modern LLMs were the reason.
John Carmack is the exception not the rule.
I'd bet 500 thousand dollars that this sentiment goes away as fast as they were rerunning cold and flu medicine commercials after everyone was sick of giving a shit about COVID.
If this code made it into a game, at what point did I do something wrong?
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.
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. Am I claiming that all designers are Leonardo Da Vinci? No, so hands off the keyboard. I am saying there are aspects of art that are bound to the human experience in a way that are beyond current LLMs, that can't be replicated through the simulation of mechanics alone.
Say that and they'll just think you believe in ghosts, though.
The moment hints of AI generated content can be found, large amounts of people dismiss products in an instant. That group will only grow as the AI industry keeps making the hardware you need for video games more expensive and bringing it further out of reach of normal people. Mybae in 2030, when hardware is hopefully affordable again, you can ignore these people, but I wouldn't bet my life on it.
Silicon Valley seems to have zero idea what art is and is about. It's probably because they all have absolutely zero artistic talent and are completely deluded into thinking their AI slop is just as good and meaningful as a way to cope.
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.