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Cake day: July 26th, 2023

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  • The problem they describe will self-correct; the “market” will drive that. But it might not be pretty. The things below are already happening, but will be further instigated:

    New AAA non-franchise titles will be less common because return is less likely amongst the sea of new games coming out. Investors will continue to gamble on them, but they’ll be fewer and further between.

    Mid-budget AA games not in a niche will disappear. You’ll still have your city builders, your milsim squad shooters, your competitive RTS games, but you won’t be seeing many new AA action platformers, multiplayer CoD style shooters, block puzzlers, adventure RPGs, etc. They’ll either be bare budget / indie or mega budget.

    You’ll see dev cost continue to be driven down to mitigate this risk, making quality suffer. Asset flips, AI, and outsourcing will increase for most studios that don’t get recurring revenue from live service games.

    Indies will continue to be random breakout hits, but their studios will die fast because followups to their breakouts often drown in the sea too.

    Being an employee in the industry will probably mean jumping from company to company where you might only stick around for 1 - 2 titles before a major layoff. Contracting will get more common.











  • As soon as shareholders, and the board, feel an LLM agent can reliably do all the work of a CEO, the CEO will not need to exist. But the problem is that LLM agents require human supervision or intervention at irregular intervals. Since neither shareholders nor the board work full time, there still has to be someone to supervise and be available. The role of the CEO might change, and LLM agents might end up taking on a lot of the work they do. Maybe someday the CEO will mostly just be an “idea guy” that networks with other similar people to drum up deals and gets the LLM agent unstuck every once in a while. But it’s very unlikely there will be no human in the loop during regular work hours.



  • count_dongulus@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    3 months ago

    Using generative AI to replace toil and not the creative human process is fine imo. Even doing something like generating visual things, to me, is OK if it’s driven by real creative intent and doesn’t result in something that looks low quality. But it’s not very simple to get output that you can tweak in fine ways to get predictable changes based on specific creative intent - human language is not descriptive enough to really capture that. “A picture is worth a thousand words” is accurate. You’re also shooting yourself in the foot when you end up with a ton of assets or systems that you don’t have fine control over because you can’t do something simple like tweak a layer of an image because what you got at the end of the day was just a raster output from a black box.