ratfink wrote on 2026-09-23, 08:30:
+1. That has been the trajectory for a few decades at least (before everything was labelled AI ... I remember a demo of ConceptNet from 20-odd years back that generated a room with objects suitable for an RPG-type game (the system understood the likely relationships between different kinds of objects etc).
that sounds good, i was always drawn to procedural type generation - though often the results were very 'same', like mild variations rather than feeling like a new exploration.
As a long-time MMO player, I don't really have an issue with auto-generated NPCs and so forth (decades back it seemed like a good idea...). It could be fun depending on any guide rails built-in regarding difficulty and especially to prevent too much cross-fertilisation of ideas and IP turning everything into the same slop - though even without the larger studios for film or games do that, it's not AI's "fault", that tendency to merge everything into one all-encompassing experience...
I am imagining a MMO fantasy type game and players going to AI NPC and saying "you are a knowledgeable sage. Where is the magic sword? make no mistakes!" 😀
Regarding the creativity of the early days -it's true of all human endeavour, large and small. We tend to build on what exists, or what other people have done, and the forces in the economy and society (including ourselves) tend to force that outcome. I see it where I work all the time - you come up with a new idea and immediately it's becomes a matter of finding experts, consulting other organisations, etc etc - beyond the early days the level of risk-taking plummets and organisations tend to become increasingly conservative. Slightly off-topic there was an interview with Frank Zappa who talked about the same tendency in the music business - back in the 1950s and maybe 60s, producers would take a punt on new bands. But subsequently it turned into needing to churn out the same dross year after year.
Necessity (and lack of forbears perhaps) is the mother of invention. And being the first gives you a clean slate.
i wonder if there is a risk then of there being no necessity, if one can just prompt games into existence without need or struggle it might not unleash creativity or inventiveness. or it might, the "dev tools" just becoming a kinda of ultra-high level language where the game engine, algorithms, input/output code etc is all done in background.
Like music, if one can just create songs from prompts and not need to go through learning music, notation, instruments, voice, lyrics then does the lack of necessity dampen creativity or originality.
also, producers and publishers - what will they be doing in this