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Comment Re:hate to say it (Score 1) 38

If your profitability strategy involves withholding information from the public until the literal last second before release, then you're actively trying to deceive the public about what you're actually selling them.

Why? I'm selling a license to play game X on date Y, and the promise that you'll have the materials necessary to do so on date Y. Am i being deceptive by not providing those materials before I'm contractually obligated to? Seems to me that this strategy follows exactly what they're selling -- I don't see how they're being deceptive.

Comment Re:It is how AI is used... (Score 1) 94

I think what gamers want is both quality and originality; there's no guarantee that non-AI content is either, but there is a guarantee that anything generated by an AI tool is derivative of it's training data (so not original), and it's very likely that corners were cut in the process of reviewing the output of the machine (so not high quality). AI generated content isn't automatically bad, but there's a very high likelihood it's boring, unoriginal, and of low quality.

Comment Re:It is how AI is used... (Score 1) 94

The difference between Generative AI and other procedural methods of asset creation are *intent*. For instance; the planets in "No Man's Sky" are generated procedurally, and that process is deterministic and carefully designed by a group of very talented people. If I wrote a new game, and prompted some neural network "Make a bunch of planets in the style of 'No Man's Sky'. Photorealistic. Correct number of teeth.", and then shipped the output, there's no intention or originality. You haven't added anything to the world, just watered down what's there.

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