| ▲ | jplusequalt an hour ago | |
>I'm excited that group one is full of people who couldn't previously "make" anything with code, but now can (in the same way I'm excited that more people can now "make" music, art, stories, movies, etc). And they're definitely making stuff (friends with kids are making games that their friends play, sharing homemade videos with each other, making bedtime stories, making websites and apps that others use, etc). This is a dangerous game people are playing. One where people trick themselves into believing that ideation == creation. Not only are they not the same, framing it as such gives people licensure to crowd out the actual creatives who spent countless hours creating the inputs to these models. Furthermore, I disagree with the following: >I'm excited that group one is full of people who couldn't previously "make" anything with code, but now can (in the same way I'm excited that more people can now "make" music, art, stories, movies, etc). What are these barriers people keep referring to that prevented people from creating music, art, stories pre-2022? If someone owned a phone, laptop, etc. in 2022 they already had access any number of free digital tools to assist in making music, art, stories, home made films. Hell, you can buy a pen and notebook from a store for a handful of dollars. What you really mean is that pre-2022 nobody could produce a decent looking photo, song, or program without having to spend a lot of time learning about that craft. But that isn't a barrier--someone making a shitty song is still making music. People just want the ability to generate content which resembles quality without having worked for it. In practice, this kind of behavior is far closer to consumption than craft/art/making/whatever. | ||