[HN Gopher] Indie game developers have a new sales pitch: being ...
       ___________________________________________________________________
        
       Indie game developers have a new sales pitch: being 'AI free'
        
       Author : 01-_-
       Score  : 159 points
       Date   : 2025-11-26 13:05 UTC (1 days ago)
        
 (HTM) web link (www.theverge.com)
 (TXT) w3m dump (www.theverge.com)
        
       | khoury wrote:
       | The "hand made" era of software
        
         | b3lvedere wrote:
         | We of the hand crafted software guild (HCSG) vow to not use too
         | much tools and automation.
         | 
         | Sure, you may use a compiler to magically transform your source
         | code into real executable software or use some Adobe product to
         | transform your ugly concept drawing into something amazing, but
         | we draw the vague limit at outsourcing too much to automation
         | at AI generated or curated content.
         | 
         | One can only respect the trade if one works extremely hard,
         | drew blood and shedded tears and sweat from one's very
         | overworked body. AI is just creepy and has no soul. Did the
         | great artists, developers and programmers copy paste a lot of
         | each others work and call it a day? We think not!
         | 
         | Here we do not re-invent the wheel or copy someone else's
         | wheel. You will be obligated to design, develop, program and
         | come up with your own wheel, even if you have a copy of the
         | best wheel possible for your program.
         | 
         | We make hand-crafted traditional software in small batches so
         | the high quality of software is always preserved. Your parents
         | and great-parents will be proud and shed nostalgic tears when
         | using your software. Everything should be as it was and
         | everything should be traditionally awesome.
         | 
         | /s
        
           | beepbooptheory wrote:
           | > We make hand-crafted traditional software in small batches
           | so the high quality of software is always preserved
           | 
           | I see the `\s` but this part at least is literally what we
           | need to do!
        
             | b3lvedere wrote:
             | You do realize you can copy digital stuff as much as you
             | want? :)
        
               | beepbooptheory wrote:
               | Is that fact meant to be hidden or put aside here? I am
               | not sure I see that.
        
           | walt_grata wrote:
           | I'll be more inclined to believe the hype when we start
           | measuring accuracy and predictability like SLOs and holding
           | the companies accountable for bad results.
        
         | ceejayoz wrote:
         | Artisanal!
         | 
         | I remember when artisanal Doritos came out. That felt like the
         | end of that.
        
         | kleiba wrote:
         | And this when "Handmade Hero" was abandoned over two years ago,
         | after not really getting anywhere over the course of 9 years.
        
           | pjmlp wrote:
           | Haven't you kept up with the social media status, and the
           | conferences that came out of it?
        
           | Johanx64 wrote:
           | For what it's worth it spawned a lot of quality software as a
           | side effect. And served as an educational platform for a lot
           | of programmers that felt that there's something wrong with
           | modern day software and python/javascript low quality garbage
           | they did at their day-to-day job, but couldn't quite put
           | their finger on it.
           | 
           | Turns out you can both fail, and yet succeed in 10 different
           | ways at the same time.
        
           | _aavaa_ wrote:
           | What do you mean by "not really getting anywhere"? The point
           | was to show and document the process, not to ship a
           | commercial game.
           | 
           | And the context is that it was 2hrs a week for 9 years, not 9
           | years of full-time dev.
        
             | kleiba wrote:
             | The process was absolutely to ship a commercial game, which
             | Casey re-iterated at the beginning of every single episode.
             | Also, people could spend $15 to "pre-order" the game.
        
       | sweetheart wrote:
       | https://archive.ph/20251125055632/https://www.theverge.com/e...
       | 
       | I'm actually currently in the process of trying to career shift
       | from a "normal" SWE career into indie game development, and
       | starting to navigate this a bit myself. As I become more invested
       | in the indie game space, both as someone who wants to make a
       | living within it, but also as someone who wants to support other
       | indie devs more and more, I feel like what I care about most is
       | when a game has a clear sense of the individual(s) behind the
       | project. I dont think that this strong sense of identity is
       | antithetical to generative AI use, but I definitely think it can
       | become a crutch that hurts rather than helps.
       | 
       | I say all this, but at the same time can't imagine feeling
       | compelled to do without Cursor for development. To me, there is a
       | remarkable difference between AI being used for the software
       | engineering vs. the art direction. But this is just personal
       | preference, I think. Still, it's hard to know if that will mean I
       | can't also use something like a "Gen-AI Free" product label, or
       | where that line will fall. Does the smart fill tool in Photoshop
       | count as Gen AI? How could it not?
       | 
       | In the end, I think there is (or there _can_ be) real value to
       | knowing that the product you purchased was the result of a
       | somewhat painstaking creative process.
        
       | thedangler wrote:
       | I like AI to figure out complex issue or something I would just
       | find on stackoverflow. It's great for doing boiler plate crap
       | that I don't want to do anyways. But when you need it to do
       | something that it hasn't found in a git repo, it struggles.
        
       | dejobaan wrote:
       | I've been keeping an eye out on AI disclosures on Steam
       | (https://www.totallyhuman.io/blog/the-surprising-new-
       | number-o...). While it's unsurprising that devs are using it,
       | what was surprising was the number of games that disclose it. I
       | believe, as of November, it's up to 8% of the while library. The
       | biggest game to disclose AI use right now is Stellaris (with many
       | many millions in sales), though having initially launched many
       | years ago, their GenAI usage is in product updates.
        
         | watwut wrote:
         | Maybe it is a good strategy. Haters will more likely to steer
         | clear instead of raging in comments and others will be less
         | surprised over ai typical inconsistences and issues.
        
         | nitwit005 wrote:
         | Keep in mind that aggregate statistics about Steam games
         | include things like student projects, and hobby efforts never
         | expected to make money.
         | 
         | But that said, I absolutely expected a high rate because I
         | assumed game devs would be forced to use it by management, just
         | as I am.
        
       | stego-tech wrote:
       | The "they're just jelly that we can do better than they with AI"
       | camp really needs to spend more time hanging around artisans in
       | general, instead of flouncing into comment sections and
       | evangelizing the AI-booster groupthink.
       | 
       | Artists and creators are, broadly, _incredibly pissed_ that their
       | output was used to train these models without compensation or
       | consent by trillion-dollar megacorps and VC-funded startups. That
       | is, and remains, the core grievance. People who already make a
       | pittance by devoting themselves to the creation of art are now
       | forced out of art entirely because programmers just couldn't be
       | bothered to - _GASP_ - have an original thought and commission
       | someone else to execute it for them.
       | 
       | A distant, but still important, secondary concern is the quality
       | of the slop itself (or lack thereof). Anyone who engages with art
       | sufficiently can see the "seams" in generative content, even in
       | state of the art models: perspectives lack consistency across key
       | frames, anatomy isn't grounded in reality or bends in ways
       | befitting of a horror movie, geometry and materials that do not
       | "graft" together due to a lack of negative space. These models
       | are _garbage_ because they don't recognize core artistic
       | concepts, only haphazardly reassemble pieces by prompt.
       | 
       | I challenge the AI crowd to actually go to an art faire, or
       | commission a custom piece of your idea. Have something you had to
       | contribute more than a simple prompt, to. Identify styles you
       | like and artists that work within them. Take the chance to make
       | more human connections and bond over shared creativity.
       | 
       | The artists will thank you, and you're likely to enjoy the
       | resultant output far more.
        
         | catapart wrote:
         | At this point, I just assume anyone who advocates for the use
         | of AI is actually just an output from some AI. Given that
         | "human-sounding speech" is the thing that AI is most easily
         | able to produce, and how many different AIs are out there, and
         | how beneficial an army of never-softening commenters can be for
         | any specific pet cause you like, I can't think of why it
         | wouldn't be statistically irresponsible to not assume that.
         | 
         | I've met enough real humans with completely self-important
         | defenses of it that I know that they exist, so I'm willing to
         | at least give them doubt. But the assumption is that they are
         | AI and they need to prove being human. To assume otherwise is
         | unreasonable.
        
         | NitpickLawyer wrote:
         | I debated a bit about how to answer this, because I've seen
         | this idea _so much_ after stable diffusion came out. I have a
         | serious answer, and a sarcastic one. I 'll go with the serious
         | one. The sarcastic bit was just replacing coders with artists
         | in your text. You can imagine it, I guess :)
         | 
         | Why are "artists" special? Why did _you_ feel the need to type
         | these 4 thoughtful (but overdone imo) paragraphs, defending
         | "artisans"? Why are _they_ special, when compared to coders?
         | Why do the artists get to use ever better tools designed to
         | help them, but when the other side gets the same kinds of
         | tools, it 's suddenly faux pas? Is it just "AI hate" or is it
         | something else? Can you at least see the double standards that
         | you apply in your post, as I can see it from outside?
         | 
         | It used to be that games were coded by passionate people.
         | People who knew how to code. They'd painstakingly find ways of
         | making ascii characters do silly things on a screen that wasn't
         | necessarily designed for what they were doing. Later, they
         | started playing with pixels. But they were still coders. So
         | they coded away until the pixels started doing funny things on
         | the screen. You talk about "art"? Hah. THAT was art. The
         | ability and tech knowledge to make those early systems do those
         | things with pixels is something that we just don't see today.
         | And we don't see it, in large, because coders did what coders
         | do and made it simpler for anyone else to do those funny things
         | with pixels on a screen.
         | 
         | At every step of the way coders built software to _help_ other
         | people. They built engines. Then they built harnesses for the
         | designers, animators and so on. Then they built simplified
         | engines. The endless RPG generators, and so on. Then they built
         | "no-code" solutions. Here, friend, you take this piece of code,
         | plug in your art and you have a game! And they were happy to do
         | that, because it was _enabling_ other people to do their thing.
         | With code they wrote. And many of them free of charge!
         | 
         | But now, when suddenly coders have a tool that _they_ can use
         | themselves, to empower them with things that they couldn 't
         | previously do, now suddenly there's a problem? Why is one
         | artist's output "art", even if the game code is shit, while the
         | opposite isn't? Why can't a coder enjoy creating a game, with
         | help from tools that do something they simply don't care about?
         | They want to do the logic behind the things moving on the
         | screen, and can't / won't spend time creating the art. Why
         | should they be shunned? Why not enjoy the experience for what
         | it is? Is it just AI hate? If so, perhaps you should disclose
         | it. Dunno, this whole take of yours feels mighty high-horsey
         | for my taste.
        
           | subb wrote:
           | There's a spectrum of human involvement in producing a thing,
           | and art is possibly the last thing I want to see automate.
           | 
           | In the end, art is about human connection. There's a
           | difference between an print of some generated AI slop found
           | online, a painting made in a Chinese factory for a big store,
           | and the scribble your friend made when they went through
           | depression.
           | 
           | You can make a game with all three process. They are not the
           | same.
        
           | stego-tech wrote:
           | While I can see where your argument comes from (because up
           | until about ten years ago, I would've written it verbatim
           | myself), I must respectfully disagree with it. _Some_
           | programmers build tools to help people, but _most_ do not.
           | They build tools for surveillance, engines for advertising,
           | exploit human psychology with patterns and site designs that
           | deliberately _hinder_ users, not _help_ them. Most
           | programmers never contribute to Open Source, but instead go
           | to work for tech conglomerates to make money, because that is
           | what society demands of us and coding - until recently - was
           | a solid path into Middle Class status.
           | 
           | I question the sincerity of this narrative that the AI
           | companies are doing this to "help" us, when their actions say
           | otherwise at every turn. I also question that diffusion
           | models and LLMs "enable" programmers to somehow create things
           | others could do with a pencil, paper, and practice. I
           | question this notion that a human must be able to be entirely
           | self-sufficient through technology rather than cooperative
           | with their fellow man, or that every skill must be
           | commoditized for maximum extraction of wealth instead of
           | respected as expertise within a community. I do not hate AI
           | because to do so would be to hate a hammer, or a screwdriver.
           | 
           | Where the hate in my heart lies are towards those who demand
           | we reduce humanity, its chaos, its ephemeralness, its
           | _qualia_ , to a mathematical model devoid of entropy. I hate
           | that because these people - not the tools themselves - deign
           | themselves superior men who are somehow above or immune to
           | the fundamental force of reality (entropy), devoid of
           | responsibility or accountability for their actions or harms.
           | 
           | A true AI booster should be screaming angry that this compute
           | capacity is being squandered on shitty image generation and
           | chatbots that convince teenagers to commit suicide or
           | psychologists that they're discovering inter-dimensional
           | communication. These vaunted tools should be used to balance
           | the economy, uplift the populace, hold the powerful to
           | account, mediate disputes, improve outcomes in quality and
           | longevity of life.
           | 
           | They are emphatically not being used in this capacity, and
           | their owners have made it abundantly clear through their
           | repeated actions that said outcomes have never been, and
           | never will be, their intent.
           | 
           | And _that_ is the source of my personal hate.
        
           | blargey wrote:
           | I honestly have not idea what you're on about.
           | 
           | First, the "by artists for coders" equivalent always existed!
           | There's tons of free-for-commercial-use art packs and BGM
           | tracks and sound effect packs out there, and more when you
           | add cheaply priced stuff. Will you get hate for using those
           | common assets in a commercial project? Only as much as you'll
           | get for visibly running on RPG Maker!
           | 
           | Which leads into the second - those "no-code" solutions you
           | refer to are a far cry from "just add art". They're really
           | "slightly lower code", relying on heavy scripting to actually
           | shape the faintest approximation of a personal vision out of
           | it. They were never the "by coders for artists" gift you
           | frame them as, any more than Godot or Unity was. They're
           | essentially just a pack of libraries for well-trodden genre
           | boilerplate, used by hobbyist game coders and artists alike.
           | 
           | Artists have always needed to learn to code in order to make
           | their vision for a game into reality. They equally cannot
           | "enjoy creating a game, with help from tools that do
           | something they simply don't care about" unless you want them
           | to - wait for it - _AI vibe code_ the whole thing. Or do you
           | think all the artists nominally against AI art are secretly
           | vibe coding a new wave of games too? Do you even think a
           | vibe-coded game will hew to your expectations for a good
           | game? If not, why?
        
         | rcxdude wrote:
         | Hi, I have interacted with a lot of artists, and spent more on
         | commissioning art than is probably financially sensible, as
         | well as playing around with models for writing and image
         | generation and I have a few thoughts on this.
         | 
         | I think, on the whole, the distaste for AI is primarily about a
         | threat to the value of the artist's work. Importantly, I think
         | the idea that this was done by training on their collective
         | work is a bit of a sting on top but it is _not_ the primary
         | reason for the objection. Especially importantly, I think
         | copyright is 100% not a good way to try to mend this issue,
         | because it will primarily enable the parasitic centralization
         | that already plagues the art business, as well as allow for
         | further moat-building by tho ones creating these models (Adobe
         | having already demonstrated this). In my view, a world where
         | the big tech companies have models that only they are legally
         | allowed to train is the worst possible outcome from this tech.
         | I think addressing this either needs to involve some kind of
         | blanket compensation from the big companies (with the important
         | proviso that even their entire valuation spread amongst all the
         | artists in their training set is a relative pittance), or
         | through a general push against AI generation entirely, but from
         | the perspective of the importance of supporting the artists as
         | opposed to leaning on copyright claims which the AI industry
         | can happily navigate if they must.
         | 
         | With regards to quality, Sturgeon's law applies doubly here.
         | The vast majority of AI generated stuff you see will be slop,
         | because it's so easy to make. It is possible to make very good
         | stuff with AI with more effort, but this requires at a minimum
         | some taste and willingness to put thought into what you want to
         | get out of it, and better also some artistic talent. To me the
         | best is when someone engages with it as a tool to achieve a
         | vision as opposed to a perfunctory 'I need to fill some space
         | with something' stock-image type thing (something which humans
         | had already been doing, but were a bit more limited on because
         | of expense and it's hard for someone doing art to not care at
         | least a little bit about making something good even if it's
         | utterly soulless corporate clip-art).
         | 
         | I'll also say it's not universal amongst artists. I know of
         | multiple who are OK with it, and starting to incorporate it
         | into their work. But it's also a somewhat dicey position to
         | take publicly in those circles at the moment, so they're not
         | very visible on the whole. (I suspect this is often dependent
         | on _why_ they got into art: in general the ones who are OK with
         | or actively like AI are the ones who got into art because they
         | wanted to see more art of the kind that they make (insert  'oh
         | boy, two cakes!' meme here). The ones who got into art because
         | they enjoy the process of making the art generally don't like
         | it, though they're not always utterly virulently against it,
         | and the ones who got into art for the status it affords them
         | absolutely _hate_ it. Though of course these are somewhat
         | oversimplified categories)
        
       | mjr00 wrote:
       | Seems like a misguided fight.
       | 
       | Slop is slop because it's slop. Sounds tautological, but AI is
       | orthogonal to the problem. Before AI, there were and are
       | Unity/Unreal "asset store piles" which grab a bunch of (mostly
       | free) assets from the engine's store and slap them into a game.
       | Nothing looks coherent or cohesive. AI has made that a lot more
       | easy and customizable, of course, but the end result is the same:
       | a bunch of disparate elements coming together incohesively,
       | making for a poor player experience.
       | 
       | In the end it's about taste. People with poor taste will make bad
       | games, whether they use AI or not. AI has certainly accelerated
       | the rate at which bad games can be made, however.
       | 
       | Personally I'd rather play an indie game made by one person who
       | uses GenAI to help build out their coherent, unique, and personal
       | vision, rather than an entirely handmade yet another soulless
       | Roguelite Deckbuilder, 2d pixel art platformer, or extraction
       | shooter.
        
       | Mistletoe wrote:
       | I think the next decade will be one that values anything provably
       | authentic and it will keep becoming more and more rare.
        
       | Johanx64 wrote:
       | It's the sales pitch that doesn't work for "normal" people, but
       | only artsy-fartsy people and "games journalists".
       | 
       | Ie. a vocal and mostly irrelevant small minority.
       | 
       | Never forget who your main audience is.
        
         | bodge5000 wrote:
         | But normal people also arent pro AI. Thats again a very small,
         | vocal and irrelevant minority.
         | 
         | The main audience isn't going to not buy a game because it
         | doesn't use AI
        
           | Johanx64 wrote:
           | "Normal" people will just buy the game if it's good.
           | 
           | So it's irrelevant if it uses AI or not. Ie. it's not a sales
           | pitch and not part of decision making process when making the
           | purchase.
           | 
           | There are increasingly more games that use some form of AI
           | generated content, voice lines or otherwise, and nobody could
           | care less, except the people outlined above.
        
             | bodge5000 wrote:
             | By your own admission its not irrelevant, there are a small
             | group of people who do care about that kind of thing on
             | either side. For an indie dev, that matters. AAA studios
             | can pretty much guarantee at least a few thousand sales,
             | indie devs, especially the less established ones, have far
             | less. For first timers, there'll be none at all.
             | 
             | The thing is though, appealing to the pro-AI crowd is much
             | more difficult. They want a game thats a shining example of
             | what AI can be in gaming. The anti-AI crowd doesn't need
             | that, they've got examples of that for decades. A few AI
             | generated voice lines won't do much to appeal to the pro-AI
             | crowd.
        
               | Johanx64 wrote:
               | Nobody is trying to appeal to "pro-AI crowd" (whatever
               | the fuck that even means) when they use AI tools.
               | 
               | If an indie (or even less of an indie) is using AI
               | generation, they are doing so to save costs or work
               | around their very limited budget. Or using it to work
               | around some limitations where voicecasting every line
               | would be infeasible, etc.
               | 
               | And losing the small portion of the miniscule-vocal-
               | always-complaining crowd (who odds are - wasnt part of
               | their audience to begin with), to be able to use AI-gen
               | is not a loss at all.
               | 
               | Data on Steam is telling, these tools are becoming
               | increasingly prevalent.
        
               | bodge5000 wrote:
               | > Nobody is trying to appeal to "pro-AI crowd"
               | 
               | Oh yes they are, there's a lot of games (or at least,
               | promises of future games) that promise to be 100% vibe-
               | coded or that make heavy use of AI in a way thats very
               | prominent to the player. There was an example just last
               | week:
               | 
               | https://store.steampowered.com/app/3730100/Whispers_from_
               | the...
               | 
               | > And losing the small portion of the vocal-always-
               | complaining crowd (who odds are, wasnt part of their
               | audience to begin with), is not a loss at all.
               | 
               | That seems like a very different crowd to me. I've been
               | around the industry long enough to see the signs of that,
               | and I don't see that much from the anti-ai crowd, or at
               | least not in any more significant numbers. See: the
               | project zomboid AI art issue
               | 
               | But like I say, for an indie, yes losing a small audience
               | can still be a big loss.
        
               | Johanx64 wrote:
               | It seems like you're way too bought into warring
               | internet-weirdo tribe dynamics.
               | 
               | If you use or don't use a tool (your choice), it doesn't
               | make you pro or an anti. It's basic pragmatism, if a
               | tools is useful to you, you use it, if it isn't, you
               | don't.
               | 
               | The consumer base mostly doesn't care, nor should they.
               | They care about end result. Or else nobody would buy
               | iphones, nikes and what not.
               | 
               | The moment you bring up "pros and antis" and tribe
               | dynamics, I smell a brainrot from a mile away. You do you
               | I guess.
        
         | nemomarx wrote:
         | Only a small number of indie games will go mainstream enough
         | for that to matter, I think. If your likely outcome is selling
         | 10,000 copies getting in with the reviewer and blogger crowd is
         | probably helpful.
        
         | tete wrote:
         | > It's the sales pitch that doesn't work for "normal" people
         | 
         | it's anyways about gamers and of that only gamers that are
         | reachable for not yet successful indie games
        
         | SunshineTheCat wrote:
         | If I had to guess, and this is just a wild guess, I would
         | assume the average consumer cares if a game is good, not what
         | tech was used to make it.
        
       | the_real_cher wrote:
       | It just seems weird to me.
       | 
       | It's like a carpenter saying they're power tool free.
       | 
       | You have an amazing tool to speed up your work why wouldn't you
       | use it?
        
         | HugoTea wrote:
         | I think of it more like Ikea furniture produced in a factory vs
         | an artisans hand-crafted chair. One of them is made with love
         | and care, the other is an industrial product, one of millions.
         | The difference with video games is the artisan's chair is
         | cheaper than the Ikea product.
        
         | justinmarsan wrote:
         | The problem with AI isn't really the tool itself, it's the fact
         | that the tool is only able to produce because it has stolen the
         | work of real artists to rip them off, and then take their
         | jobs...
        
           | the_real_cher wrote:
           | All science and art comes from people before you.
           | 
           | There's a term for that
           | 
           | "Built on the shoulders of giants"
        
         | otabdeveloper4 wrote:
         | Generative AI isn't a tool, it's an oracle.
         | 
         | You understand the difference? Instead of improving your
         | skills, you just spin the prompt roulette and hope the AI gods
         | gift you with something palatable.
        
           | xyzal wrote:
           | This
        
         | oreally wrote:
         | Because the tool threatens to put the majority of them out of
         | business and jobs.
         | 
         | The rest of their arguments, however illogical, all stem from
         | this core of the fear of losing their livelihood.
        
           | ronsor wrote:
           | > Because the tool threatens to put the majority of them out
           | of business and jobs.
           | 
           | Unfortunately technology has done this for centuries now, and
           | everyone may as well quit whining get used to it, because
           | it's not going to change. The market can "stay irrational"
           | longer than they can afford to complain.
        
         | xyzal wrote:
         | I feel it is more like a restaurant advertising cooking from
         | basic ingredients instead of heating ultra processed prefabs.
         | With power tools you do not limit your creative options.
        
       | tete wrote:
       | To be fair I think if there is any kinda okay use of GenAI is
       | being able to get some images and such without needing the money
       | to hire an artist.
       | 
       | Maybe that allows for way more niche games.
       | 
       | In other words: It's the whole package. If I get something
       | unique, and the dev used some "AI" for translation or to make
       | some avatar image for a character I am happy this game is allowed
       | to exist.
       | 
       | If I see a AAA studio putting out the hundredth iteration of the
       | same old game, of some franchise that used to be good and
       | interesting in the 90s and then doesn't even bring actually new
       | art to the table it's a huge disappointment.
       | 
       | But here we are. EA cannot even manage to fix their basic bugs
       | (like players running into nets or a new kickoff for less than a
       | second) after a dozen of new expensive releases.
       | 
       | Non-indie games have largely been a complete farce for decades
       | now.
        
       | bob1029 wrote:
       | I've been working with a partner on a game and we decided that AI
       | assets are acceptable to use for targeted scenarios like
       | localization and accessibility (text-to-text, text-to-speech).
       | 
       | The red line is AI cannot be the prime generator of content. For
       | example, the text that is to be localized must be authored by a
       | human. Using ChatGPT to generate scripts from a brief prompt and
       | then feeding that into another AI tool is an example of strictly
       | prohibited use.
       | 
       | You can have an actual human redo the translations or voice lines
       | without much frustration (i.e., if we actually make any money).
       | Anything further than that gets a lot more invasive in terms of
       | rework.
        
         | dwroberts wrote:
         | > like localization
         | 
         | I think you're making a big mistake with this one. Assuming
         | it's being used for anything other than eg placeholder before
         | real translation/localization.
         | 
         | Even decent professionally translated games get this stuff
         | wrong sometimes and irritate their audiences, I can't imagine
         | how badly AI will bungle it
        
           | dghlsakjg wrote:
           | I think in this case the choice is between AI localization
           | and no localization at all. If that is the case, I actually
           | think that users will appreciate localization with minor
           | issues over doing things in English.
           | 
           | Anecdotally, I have found AI translation to be perfectly
           | acceptable for the languages that I do know, on par with a
           | human translation service, at least. This may be different in
           | a game with e.g. fantasy vocabulary that is made up.
        
       | SunshineTheCat wrote:
       | I can understand people who are upset about AI being used to
       | generate artwork or more "creative" tasks that lean into other
       | people's work, but using this to paint AI as "bad" as a whole is
       | simplistic.
       | 
       | There are a million things AI can do that wouldn't fall into this
       | category (repetitive, time-consuming work) that technically
       | wouldn't make the product "AI free."
       | 
       | It's about as smart as hearing a phone was used to plan a bank
       | heist, therefore we need "phone free" communication.
        
         | nottorp wrote:
         | But world building and graphic assets _are_ repetitive, time-
         | consuming work.
        
           | nasmorn wrote:
           | The industry tries to use generative tools for assets since
           | forever. Textures, terrain, foliage and eventually even
           | parametric human models. I don't see transformers much
           | different.
        
             | dheatov wrote:
             | The stochastic nature, minimal amount of care required to
             | get something going, and the inefficiency, just to name a
             | few.
        
             | nottorp wrote:
             | Oh I do. Because with a tree generation library the trees
             | do look random (they are because the algorithm has a random
             | component).
             | 
             | "AI" assets all look the same.
        
         | dheatov wrote:
         | I doubt it's anywhere near million. Non-zero? Sure.
         | 
         | But even for those scenario where "AI" helps, I still believe
         | there exists other alternatives that doesn't consume
         | unreasonable amount of energy and are not megacorp controlled
         | blackbox. Usually it's just better tooling, and/or a change in
         | the process.
         | 
         | The reason why "AI" is simply bad is way beyond malicious abuse
         | of these stochastic models, thus the analogy of banning phone
         | doesn't actually work.
         | 
         | On the creative side, I feel like punk act like this, fighting
         | back against all these throat-shoving and gaslighting, is
         | pretty artistic.
        
           | ronsor wrote:
           | > On the creative side, I feel like punk act like this,
           | fighting back against all these throat-shoving and
           | gaslighting, is pretty artistic.
           | 
           | Joining a moral panic mob isn't punk; it's just
           | irrationality. The "AI is evil" crowd is just as idiotic as
           | the "AI will do everything perfectly" crowd. They're married
           | to ideology and are more than willing to bury themselves
           | alive for it.
        
             | sincerely wrote:
             | Making a minor-to-moderate sacrifice of convenience/money
             | so that your actions align with your ideology and beliefs
             | is extremely common human behavior. Organic food. Clothes
             | made in the US instead of a sweatshop. Following a
             | religion's customs e.g. Sabbath.
             | 
             | There are plenty of good reasons to not want to use gen AI
             | (and many stupid ones as well). If someone wants to market
             | their product that way, who cares
        
             | MangoToupe wrote:
             | I don't think choosing to not buy something is a moral
             | panic mob; it just means I didn't see the game as worth the
             | money.
        
       | geldedus wrote:
       | Reminds me of those "carefully and entirely handcrafted TV sets"
       | of 1950s _yawn_
        
       | geldedus wrote:
       | Reminds me of those "carefully and entirely handcrafted TV sets"
       | of 1950s
        
       | andai wrote:
       | Many years ago I was watching a video of some sculpture being
       | done. I was quite unimpressed with the art itself.
       | 
       | Then the video zoomed out, and I saw that the guy had spent like
       | 2 years making it out of individual toothpicks.
       | 
       | Suddenly I was amazed, right?
       | 
       | With AI it's kinda the opposite process, right? You see
       | something, it's impressive, maybe you even like it personally,
       | and then you realize orders of magnitude less effort went into it
       | than it looks like "should" have, based on the result.
       | 
       | So we seem to have here the "direct experience" of the art
       | itself, and then a "narrative layer" which obscures that. And we
       | seem to value the latter more highly.
       | 
       | A related example is those pages selling "handcrafted" leather
       | bags and they have an life story about Grandma Williams and
       | suddenly the bag is worth a billion times more to the buyer.
        
         | thisisit wrote:
         | This is the sad reality. Because things can go the other way as
         | well. Something can be amazing but beaten down because - AI.
         | 
         | Here's a video which was discussed by VFX artists at Corridor
         | Digital: https://www.youtube.com/watch?v=43h61QAXjpY
         | 
         | This is so much creative work. But once people know that genAI
         | and ComfyUI might be involved they might beat it down.
        
           | somenameforme wrote:
           | To me, that is kind of the essence of contemporary AI. It's
           | showy but lacks any point or spirit whatsoever. For instance,
           | imagine the morphing was on beat with the music - suddenly
           | it's actually quite neat. As is, it just looks like some
           | fairly low effort prompts. Even the dancing seems relatively
           | low effort and makes minimal effort to play to the scene or
           | music in any way outside of a vague sort of liquidy theme. It
           | just feels very disconnected.
           | 
           | Take, for contrast, the original Matrix. The reason the
           | effects in that movie were revolutionary is not because of
           | them just looking neat, but because they fit extremely well
           | into the movie, and were supplemented by other effects that
           | bumped them up to the next level. CG tends to age
           | horrrrrribly (for anybody over 40, watch the original
           | Jurassic Park again...) but the original Matrix lobby scene
           | [1] still actually looks pretty decent, and I think that's
           | because it had spirit. Note how so much love is put into the
           | choreography, even small things like the footsteps being on
           | beat with the background audio at the start of the scene, the
           | military style marching drums when the paramilitary forces
           | enter the scene, and more. It's just great.
           | 
           | There's no reason AI can't play a major role in these
           | artistic pipelines, but that's the thing - there's a huge
           | difference between making something showy, and making
           | something that feels like it has spirit, like something that
           | is _art._ And it 's for this reason that I don't think
           | artists are going anywhere.
           | 
           | [1] - https://www.youtube.com/watch?v=Z2eCmhBgsyI
        
           | freehorse wrote:
           | I don't know about the specific piece, but my essential
           | problem with AI art is that it lacks intentionality. I am not
           | sure how use of AI tools in a creative manner can be
           | reconciled with this fact, also because I do not really use
           | the actual professional AI tools. Maybe it is analogous to
           | using LLMs for tab-completion vs prompting and letting them
           | roam and write the code as agents. I would rather "AI" as
           | tightly integrated into a process and being an actual tool
           | without disrupting it, than something that essentially turns
           | us all into some kind of managers.
        
         | mvdtnz wrote:
         | Absolutely. It's the same reason I won't watch woodworking
         | videos that incorporate CNC. I am here for the craftsmanship,
         | not just the end result.
        
           | nicbou wrote:
           | You would love Pask Makes.
        
         | oreally wrote:
         | This is called marketing and pushing a brand. It's nothing new.
         | 
         | It could even be faked. There was a clothing brand who said
         | their stuff was all hand made, artisanal, only to be found out
         | they sent their stuff to China to make. Now the Chinese workers
         | are ranting about getting credit for their quality work.
         | 
         | It's why I think it's a sign of maturity to be able to get past
         | all the narratives and spin to a product, all the while living
         | less materialistically.
        
           | andai wrote:
           | I was in Uzbekistan one time. A granny sold a scarf to my
           | mum. "My daughter made this. Hand made." A week later in
           | Turkey, we found the same scarf on the street. "Made in
           | China!" the shopkeeper said.
        
             | immibis wrote:
             | In Germany things are frequently labelled "Hausgemacht" or
             | "housemade" which is designed to make you think "homemade",
             | but actually, any kind of building is a "Haus".
        
           | freehorse wrote:
           | As humans, we appreciate also the process in making things,
           | not just the end result. For art this is especially more
           | important than for everyday, for practical use products. The
           | more one knows about a specific kind of art and can relate to
           | the experience of making such art, the more they are usually
           | interested in parts of the process because the more
           | information they can extract about the piece of art. That
           | also often gives new perspectives in the art piece itself.
           | Art (and many other things) is much about contextualizing.
           | Contextualizing an art piece to a specific process of making
           | it or a specific era that was made may help notice details
           | that would otherwise go unnoticed. Perception is not neutral
           | and cannot be, and art appreciation even less.
           | 
           | Yes it is true that some may try to trick people with fake
           | information about the process of producing something, but
           | that does not mean that the reason people may be interested
           | in the process itself is marketing. It is part of the human
           | condition and experience imo that some may try to take
           | advantage of, but is important otherwise.
        
             | oreally wrote:
             | > As humans, we appreciate also the process in making
             | things, not just the end result.
             | 
             | I generally think this doesn't apply to most people unless
             | it affects the result they want out of the product. But
             | hey, more power to you!
        
               | marginalia_nu wrote:
               | All else being equal, most people prefer to own things
               | that are valuable and exclusive to things that are cheap
               | and mass produced, and the fact that care and effort has
               | been put into making something affects the perceived
               | value of the product.
               | 
               | This is why affects like 'limited run', 'hand-made',
               | 'artisanal' tend to imply a higher price than the
               | equivalent temu slop.
        
               | raincole wrote:
               | Almost all humans appreciate the process.
               | 
               | However it doesn't mean they will actually pay more for
               | the process. At the end, money talks, thoughts and
               | prayers don't.
        
               | freehorse wrote:
               | It depends what we are talking about. Are we talking
               | about investors in a company? Or about people going to a
               | concert? I am talking about stuff like the latter,
               | mostly.
        
           | nicbou wrote:
           | I kind of disagree. The more I learn about manufacturing and
           | crafts, the more I appreciate made objects. I used to skip
           | old furniture in museums and now I look as close as I am
           | allowed to. Same with art, cars, typewriters and most
           | machines.
           | 
           | Considering things at face value is wasting a good
           | opportunity to truly appreciate what's in front of you. I
           | think that being more discerning makes you more mindful about
           | the things you surround yourself with. That might mean buying
           | less junk, and loving what you end up buying.
        
             | oreally wrote:
             | I'm talking about the practicalities though. For example
             | I'd really like my smartphones to be long lasting and
             | reliable such that I only have to replace every 10 years.
             | All that Apple marketing isn't convincing me to buy their
             | iphones knowing that I'm going to be locked in.
             | 
             | Generally, the majority of humanity is too tied up in their
             | personal troubles to think deeply about their products. So
             | the best thing is to accept the narrative of the marketing
             | of the best marketed product, then deviate comparisons from
             | there.
        
               | dghlsakjg wrote:
               | Apple phones are typically fully supported supported for
               | 7ish years, and security updates for longer. For example
               | the iPhone 6s, a ten year old phone, still received
               | security updates this fall.
               | 
               | My 6 year old iPhone 11 is still trucking along fine. I
               | did opt for a new battery recently, but the old battery
               | was still at 78%. Quite frankly, its pretty incredible
               | that a device that lives in my pocket, has been frozen
               | and exposed to extreme heat, has gotten wet, and is
               | probable my most used possession is running great, and
               | probably will be supported by the manufacturer for
               | another 4 years.
               | 
               | Lock in seems exaggerated to me, but if that's what
               | worries you, then the Fairphone is promising a decade of
               | support, and Samsung is offering 7 years now on the s24.
        
           | aleph_minus_one wrote:
           | > There was a clothing brand who said their stuff was all
           | hand made, artisanal, only to be found out they sent their
           | stuff to China to make.
           | 
           | So is _was_ hand-made (in China) as the advertising claimed.
        
         | pjc50 wrote:
         | It's all second and third order effects. You'd then be less
         | impressed if you found the zoom out toothpick video was itself
         | just made with AI. And even less impressed if you zoom out
         | further, and discover your entire feed is just different AI
         | toothpick sculpture videos, because that's what went viral
         | yesterday so now everybody has prompted one overnight.
         | 
         | There are about 250k games on Steam and over 125M users. What
         | happens when full sloppification means there's 250M games on
         | Steam? You scroll forever without reaching a game that more
         | than a few other humans have played. But you can't distinguish
         | it from the thousands of other similar games. Choice is a
         | fatigue all of its own.
        
           | immibis wrote:
           | Steam used to be tightly controlled but they loosened it over
           | time - originally only Valve games, then Valve partners, then
           | you had to pay a lot of money, then only a little money.
           | Maybe now they'll tighten it again.
        
           | andai wrote:
           | One game per player eh? At that point we won't need Steam,
           | you'll just put on your thinking hat and the computer will
           | synthesize exactly what you're in the mood for.
           | 
           | (Well, maybe Steam itself will do that -- VALVE's been
           | researching brain computer interface entertainment for years
           | :)
        
         | QuadmasterXLII wrote:
         | Much if the value of art is that it links you to everyone else
         | who views it, which is fundamentally diluted by any process
         | that makes art faster than it can be observed. This stays true
         | no matter how high the quality of the fast art making process
         | climbs. Making a sculpture out of toothpicks on the other hand
         | preserves this value by synthesizing the needed scarcity via
         | proof of work, and would do so even if it added nothing
         | aesthetically.
        
       | andai wrote:
       | I'm surprised nobody's touched the ethical angle of this yet.
       | 
       | Like fairtrade... this code was produced without exploiting
       | enslaved human knowledge ;)
        
       | rowanG077 wrote:
       | I think it's so interesting that people want to know something is
       | created by AI to not consume it. Personally I don't care if
       | something is made by AI or not. If I like it I like it. If not,
       | then I don't. At this point at least I don't like bad usage of
       | AI. But there has been some absolutely bangers of content created
       | by AI. My previous background was AI generated for example.
        
       | Bombthecat wrote:
       | I give it a year or two and people will stop caring
        
       | haunter wrote:
       | When you copy paste assets in UE that's AI free but is that
       | really "hand made"? I don't know where is the line
       | https://www.youtube.com/watch?v=FzoY062kY1s
        
         | poutu wrote:
         | A huge amount of music now is "copy and pasting samples" in FL
         | studio or GarageBand and that is considered 100% human so I
         | would say the line is very clear. The line is at "did it matter
         | that _you_ did this, or would any layperson in your stead have
         | been able to make pretty much exactly the same thing
         | (qualitatively judged)?"
        
       | andrewstuart wrote:
       | I wish YouTube videos had an "AI free" label so I can choose.
        
       | auxide wrote:
       | A very, very weak sales pitch. I've seen more things start
       | prominently displaying that they're "AI-free" recently, and it
       | has only driven me away as opposed to being more interested
       | because do you just not stand out enough to the point where you
       | have to say that in order for people to care? Or is it because
       | you're stuck-up? I'm not sure anymore.
        
         | xyzal wrote:
         | Interesting, it has an opposite effect on me. It signals the
         | game is more probably a labor of love instead of a generic
         | asset flip.
        
       | faidit wrote:
       | Genuine question (this is more about code than art): Since some
       | indies brag about having no "assistance" whatsoever, is it still
       | AI-free if you ever asked an LLM for help with a tricky
       | programming problem, and incorporated that knowledge into your
       | game's code? What if you just used a search engine and your eyes
       | glanced over an AI-generated answer? Or you unknowingly benefited
       | from an AI-written post or StackOverflow answer? I mean, is it
       | really possible to code without _any_ AI assistance any more?
       | Also what about using third-party assets, that are likely to have
       | a fly in the ointment somewhere (maybe at least a tiny bit of the
       | asset creator 's code involved asking Claude for help, or they
       | tangentially benefited from a Google summary).
       | 
       | As much as I dislike the taste of AI slop, it seems to me like AI
       | has so thoroughly permeated the internet at this point that a
       | truly AI-free game is impossible unless you are a programming
       | genius and/or independently funded to a point where you can hire
       | domain experts for everything, such that you could make the game
       | fully offline without even going on the internet at all. I
       | actually find it hard to believe that anyone could code a game
       | above a minimal level of complexity without searching problems
       | online and using at least a tiny bit of AI-generated/summarized
       | info, even unintentionally.
        
         | nottorp wrote:
         | For writing code, actually you _have_ to use  "AI" instead of
         | searches because search has become useless in the last couple
         | years.
         | 
         | If you blindly copy paste the results though, I'm sure there
         | are some smart people in north korea writing automated generic
         | exploits _by hand_ for vibe coded web sites...
        
       | liampulles wrote:
       | Most of the gamers I know who are not in the tech space are very
       | against AI, especially if it is being used for stuff that is more
       | on the art side. Anything that displaces "game industry workers"
       | is viewed as a bad thing.
       | 
       | I personally don't mind AI use to write code, and while I haven't
       | seen AI art that conveys much in me, I'm open to the idea that it
       | could be used in interesting ways.
        
       | alexitorg wrote:
       | I'm looking forward to having LLMs used for character
       | interactions. It will be like that thrilling point in half life
       | where the soldiers start talking about freeman and for the first
       | time you realize that characters are responding to you in normal
       | game play.
        
         | Shorel wrote:
         | I tested a Sherlock Holmes game where AI was used for character
         | interactions.
         | 
         | The actual dialogues were of course awesome, and relevant.
         | 
         | I gave them feedback about the controls for moving the
         | character, which were a bit awkward.
        
         | simianparrot wrote:
         | Emulating real life isn't going to be as exciting as you think
         | it is. That awesome moment in Half Life is scripted to make it
         | immersive like that, but most of the game isn't and that's what
         | makes it special. If all the enemies behaved realistically all
         | the time, the game wouldn't be fun, I can guarantee you that.
        
       | fennecfoxy wrote:
       | Idk I kind of want to use transformers/LLMs in a crap game jam
       | sometime.
       | 
       | Ever since Skyrim was advertised with the early promise of "If
       | you break this lumber mill it would change the local
       | economy"...which obviously never happened, I've loved the idea of
       | dynamic systems in games.
       | 
       | For a truly dynamic system you'd need to build in more than a dev
       | team can manually build - so you need AI for these systems. And
       | where you have dynamic systems, sometimes you'll need dynamic
       | assets.
       | 
       | However, the human touch on art is still far better than AI (at
       | the moment, who knows what the future holds). So I think
       | something like how character creators work is the best solution;
       | handmade art but with morph targets etc and where sliders would
       | be, it's an AI creating dynamic NPCs.
       | 
       | Aha! Even ChatGPT couldn't find this:
       | https://youtu.be/O0zPYpEGpVI?t=324 "we have a working economy you
       | can sabotage this wood mill if you want" LIES TODD, LIES!
        
         | nickserv wrote:
         | There's a few different Skyrim mods that use AI. In particular
         | for adding dialogues using the original voices, basically a
         | more advanced version of line splitting that has been done for
         | a long time.
         | 
         | There are some where the AI is used to add dynamic content,
         | pretty cool actually.
         | 
         | This one in particular is pretty popular:
         | https://www.nexusmods.com/skyrimspecialedition/mods/98631
         | 
         | I've never heard of anyone complaining about use of AI for mods
         | freely given to the community. Paying mods would likely be
         | different.
        
           | jcurtis wrote:
           | Mods using AI to clone voice actors' voices without their
           | consent or explicitly against their wishes has certainly been
           | controversial in the Skyrim modding community.
        
       | johnwheeler wrote:
       | I've determined I hate AI. Luddite reasons, but they're mine.
        
       | qustrolabe wrote:
       | That's "GMO-free" kind of marketing, not a good thing
        
       | dpcan wrote:
       | When it comes to games I absolutely don't care what they used AI
       | for because the point of games is to be fun.
       | 
       | If it's fun and you used AI, that's fine with me. The game served
       | its purpose.
       | 
       | The line for me is copyright on images. If you use ai to generate
       | images to copy a popular game art style, I think that's over the
       | line. Create your own art or pay the artist.
       | 
       | Code however, I see it as a tool. You wouldn't scold me for
       | hiring a cheap programmer to get the work done. So to me, AI for
       | coding isn't any different than hiring a programmer to do the
       | work for you. No problem there.
       | 
       | That being said, I do game dev, and using AI to help figure out
       | an algorithm or do the work of creating my inputs code, etc is a
       | big time saver. However, at the moment, it really struggles with
       | anything else because it has no vision and explaining to it how
       | to put code together for a weird game mechanic or level
       | generation reminds me of that game where you explain how to make
       | a peanut butter and jelly sandwich in the 3rd grade, and you tell
       | your teacher to put the peanut butter on the bread and she scoops
       | it out with her hand...
        
         | joecool1029 wrote:
         | > Create your own art or pay the artist.
         | 
         | > You wouldn't scold me for hiring a cheap programmer to get
         | the work done.
         | 
         | It's literally the same. There is no difference, either you
         | acknowledge AI is potentially a useful tool to lower costs of
         | development (especially important for indie devs) or it's
         | exploitative and puts both artists and programmers out of a
         | job.
         | 
         | There's plenty of things in the art workflow that can be
         | automated same as code, pay an artist to do key
         | frames/storyboarding and use the AI to animate between them? Is
         | this exploitative?
         | 
         | EDIT: I'm reminded of this thread from 2019 about a successful
         | game dev that admits their games look like shit due to cheaping
         | out on art: https://news.ycombinator.com/item?id=20804998
        
       | constantcrying wrote:
       | I think AI is a wonderful tool for indie devs. Much of the code
       | they work on is low stakes, where AI can be very helpful. AI has
       | made voice actors obsolete and gives even solo devs the ability
       | to have a fully voiced game, which might cost hundreds of
       | thousands of dollars otherwise.
       | 
       | I am sure that it can be very helpful for graphical or musical
       | art, but I don't think it is quite there yet.
        
       | sublinear wrote:
       | I'm pretty sure nobody cares about this?
       | 
       | My main gripe with indie games since forever has been that
       | they're usually boring. They often fall into creative traps that
       | ruin the whole thing. Gameplay is constant grind, minmax,
       | pointless choices, funnels, and "inspired" by some tired old
       | genre. Music and art can be good, but not in the last decade or
       | so anymore. The final nail is if there are political undertones.
       | It's as if every developer out there only listens to their own
       | echo chambers on discord and reddit.
        
       ___________________________________________________________________
       (page generated 2025-11-27 23:02 UTC)