| ▲ | telchior 44 minutes ago | |
The "a Game" in the title is unfortunate. The author seems to have only heard of AAA games (or in the case of Skull and Bones, AAAAA), but that entire industry is becoming less relevant by the day. Many of the top earners come out of the indie to AA cohort now. At that level, using AI is extremely tempting because we often entirely lack the capacity for whatever it can slop out. Personally, I can resist the temptation because I do employ a human artist, and even if he's not great at some particular output we can still produce something good enough. But many, many more games never came into being at all because there's just a programmer, or just a designer, or maybe a team of 5 with just one artist. Not existing is certainly a failure, no? So, now we're seeing a flood of terrible slop from solos churning out their first game. All the noise sucks for everyone who has some expertise and an existing team. I think it's going to suck a lot worse for all of us -- indie, AA and AAA -- in a year or two when some of those slop producers actually become good. This part seems really true: "If execution becomes genuinely cheap, then being wrong becomes cheap, and a studio can afford to explore more directions before committing to one. Run six prototypes instead of two. Kill five of them in week four rather than month fourteen." This really is huge. My own plan for the future is to make multiple vibe coded/art prototypes and then redo the chosen one from the ground up. | ||