It’s a different story for the more established studios with an existing following and previous titles. Game Oracle found that the use of AI by these studios resulted in a significant 40% to 60% drop in sales.

That’s a huge difference. AI stigma seems to hit competent developers with a lot to lose the hardest, and I’m not sure that game studios are ready to accept it.

  • KokusnussRitter@discuss.tchncs.de
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    7 days ago

    Honestly, this makes me happy. I wad so frustrated to try so many demos this next fest just to find out they were made with AI.

    I also don’t fully get the AI placeholder artworks. I understand that there is value in quickly accessing an asset that fits the game, yet there are plenty royalty free textures, materials songs and sounds you can use nowadays. Why generate stuff that will get binned anyways?

    • LittleFellaNamedBoof [any]@hexbear.net
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      7 days ago

      That gets to something I’ve often thought. AI is like reinventing the wheel constantly. If there’s 20 games using AI placeholders for a tree they’ll generate 20 different placeholders. Like let’s just say we are letting them use AI in this scenario. Why would you not simply use AI to generate placeholder textures for any object you could think of, and then publish those and everyone use the same ones? Generating new ones for every person is so insanely wasteful if all it needs to do is be a placeholder.

    • Carl [he/him]@hexbear.net
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      6 days ago

      royalty free textures, materials songs and sounds you can use nowadays

      For my own game I’m using stuff from kenney.nl as placeholders, and the thing is I don’t think anybody would rake me over the coals if some of those ended up in the final product - wheras if we take these companies at their word that AI keeps ending up in their games by accident then the risk of letting an AI asset into your process is massive. People really, really don’t like to see it.

    • Owl [he/him]@hexbear.net
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      6 days ago

      Early in AI image generators, before the consensus developed, I made a game using AI for placeholders. It was faster than programmer art, and covered a wider range of stuff than royalty free art. It could’ve been a good workflow if the zeitgeist around AI image generation settled on “replacing AI images with real art is a new kind of job for a contract artist.”

      But the “advancement” in AI image gen has been laser-focused on replicating production-quality commercial art in a narrow range of the most common commercial styles (Warcraft, dark fantasy, anime waifu), the reification of the desires of creatively bankrupt rich people who want interchangeable cogs rather than art. People who would be better served by ripping the models from Warcraft, but can’t because they respect copyright as much as they disrespect artists. It’s absolutely tainted with a radioactive garbage ideology at this point, you can’t just ask an artist to ignore that and replace it.

    • robot_dog_with_gun [they/them]@hexbear.net
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      7 days ago

      it takes time to go through library assets and presumably you can generate something more specific in one or two tries.

      i’m grey box pilled so i don’t care too much about placeholder textures and would never use gen ai for that, but on the other hand if you’re showing your game to the public, everyone is a dumbass and will look at a pre-alpha and complain that it doesn’t look like red dead

      • KokusnussRitter@discuss.tchncs.de
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        7 days ago

        That is true, and there are also very specific things you might not find in a library. But then again promting an AI like ChatGPT was somewhat tedious as well, last time I tried well over a year ago. So I am not sure it works that much better, and with textures you may still have to to some tweaking in engine/ 3D software