- Joined
- Oct 21, 2002
- Messages
- 17,068
Good points.First part is mostly my sentiment. But more so I am against it on principle but I don't think it changes much from the current trends. Concept art and all the visual designs in games has been increasingly automated over the years, which I've complained about for nearly a decade now and think is one of the main reasons why all modern games look so ugly and retarded, and most big budget games now days outsource stuff like concept art to third party companies, or asset creation to third world Indians, etc. This has even been happening with indies now, with people outsourcing art to things like Fiverr rather than having a dedicated visual designer. The AI (or as someone else put it better, procedural art generation) will just make this process more and more efficient and assembly line like, which the average NPC seems to be fine with since it means more things to consume at a faster rate. It's just a tool that mostly benefits big companies that want to produce more crap more quickly.I'm not wholly against the (partial) AI takeover.
There aren't many AA/AAA game devs that leverage actual artistry any more. The concept artists they hire are forced to draw the same shit over and over again.
And for indies -- RPG indies requiring character concept art, cultural concept art, etc etc, in particular -- this is an amazingly powerful tool.
I disagree with the idea that this is somehow going to be a great boon for indie development, though, since part of the whole appeal of indies was that they represented something small scale, more personal and unique in contrast to corporate games. Now indie devs can also have access to the equivalent of 500 outsourced Indians at the push of a button. I think it's kind of the same thing as the effect that all the advancements in stuff like procedural generation had on indies, where instead of suddenly seeing a bunch of amazing large scale, well thought out RPGs with "infinite unique content", you instead got 6,000,000 Procedural Metroidvania Rogue-lite Souls-likes. Or the effect that things like easy to use engines and asset stores have had on the amount of shovelware. The only indie games in the past decade that were worth playing were the ones that still seemed to be made a by small, closely knit teams of dedicated people, that were willing to put a lot of human effort into making something they were passionate about.
It seems to be a trend that whenever a new technology like this appears you get a bunch of people saying "wow now I can finally achieve my dream project," (look at things like digital cameras and CGI in film making) and then they produce some asset flip tier garbage, because the kind of person who wants to put in less and less effort, and wants to automate more and more aspects of their supposed "passion" was never gong to make something worth looking at anyway. .
I don't think it will suddenly make possible the creation of games, A-Z, as if this fills in the last remaining missing puzzle pieces for a bunch of indies whose sole shortcoming is art. At least not any interesting games, as you say.
But for indies who leverage AI generated art for conceptual art, maybe place-holder assets if nothing else, it surely beats googling for reference pictures. Like I said, a powerful tool.