I think when you’ve got a small enough team making something as multifaceted as a video game, there will be parts of it you find boring and relatively unimportant. If you can make it cheaper, you get that much closer to the possibility of breaking even. Parts of this can scale up to larger projects, but in the end, this is a matter of choosing your battles. There’s an adage that’s something like, “Your game is never done; you just stop working on it,” and the sooner you can stop working on it while still delivering a product that people are interested in, the more sustainable the whole endeavor becomes. Chunks of it will be filler or less important than other chunks, always. It’s why there’s a Unity and Unreal asset store; and why you can hear the same sound library used in Devil May Cry, Soul Calibur, and Dark Souls menus. Those parts of the game were less important to be specifically crafted for these games, and they chose other battles to care more about.
I find this outlook to be pretty sad. The idea of chunks of your art “not mattering” and just being there as filler.
One of the joys of creating artwork is that during the process of creation you are actively figuring out what is important. Perhaps you start out creating a simple texture just to have something on the walls, and in the process you realize there’s an equally simple yet creative way for you to tell a little story with that wall. Something most players will never notice but a year from release gets thrown in “small details you missed” compilations.
It may be that the idea you came up with for that wall goes on to influence the main story, and spur on a totally different and more interesting game than you initially imagined.
A lot of non-artists have this concept of art, where it forms completely in your head in a single burst, and then you just have endure the tedious labor of constructing it. I think that’s why people are so easily persuaded by the ‘promise’ of AI. They think it’s just making the boring parts easy. But in reality it’s making the creative parts boring
ampersandrew@lemmy.world 1 day ago
Carnelian@lemmy.world 1 day ago
Eh, the small team argument doesn’t really carry any water I think. Some of the most beloved indie games of all time have simple, geometric graphics. Thomas Was Alone even managed to tell a tear jerking story between characters who were monotone squares and rectangles.
Using AI to totally gloss over some of your most basic creative questions, such as “what are my capabilities?” And “What can I do given those limitations?” Isn’t going to lead you to a better product. If something is truly that unimportant it can be arranged trivially or cut. Even choosing to cut something is an inherently creative decision; another layer of the process which is lost if you train yourself to reach for AI to implement something that suits your first whim.
The asset store angle is also not really comparable. You’re still collaborating with another artist. We could ride this train all the way down to you didn’t personally mine the silicone for the computer you personally designed if we felt like it. It’s disingenuous and ignores the material differences between these technologies.
In summary, I basically think that you are narratively framing this as something that empowers the little guys, but I disagree that it is actually doing so in practice. It’s a product that’s only on our minds because of a massive concerted effort on the behalf of mega corporations whose explicit goals are to rob and disenfranchise us
WaitThisIsntReddit@lemmy.world 1 day ago
It does empower little guys. It empowers everybody, for good or ill. That’s a what a tool is. I can hammer a nail, I can hammer a nail that shouldn’t be there, or I can hammer a person in the face. Is any of that the hammer’s fault?
petrol_sniff_king@lemmy.blahaj.zone 1 day ago
Gen AI is not a hammer, it is an auto-construction machine that removes you from the process of building. It doesn’t empower people, it sidesteps them.
ampersandrew@lemmy.world 1 day ago
I’m not a fan of AI; I’m indifferent to it. What your capabilities are will vary based on which tools you’re using, and that can result in a very different scope of game. The part where it’s collaborating with another artist doesn’t matter to me if I can’t tell the difference, as long as the intellectual property rights of how the AI was trained are handled properly. I won’t be able to tell the difference in something like My Summer Car, because the prop artwork hanging in the room isn’t why I would be playing that game. If it has a tangible effect on the quality of the game, and I can tell the product is sub par because of the use of gen AI, that’s when it was the wrong tool for the job, or that it should have been cut. I personally wouldn’t care about how those scientists in Jurassic World look (there’s more important, attention-grabbing stuff in that game), but seemingly, plenty of people do.
Carnelian@lemmy.world 1 day ago
that can result in a very different scope of game.
That’s exactly the point. Sometimes you shouldn’t even try to do certain things. The 15 minutes you spend shimming your AI assets into the game are ironically stealing your time from the 15 minutes of thoughtful consideration that would have resulted in a manageable project. Again my friend; your first thought for the project is not the point when you have finished the important thinking for your project.
Anyway we can keep going back and forth about your narrative framing of the technology all day, but you say you don’t really care, so why try to justify anything beyond that? If the devs don’t care about the phenomena I’m describing, and neither do their players, then of course it’s a match made in heaven. Please feel free to enjoy your pastimes without any concern for these conversations. People who think like me will occasionally meet you with scrutiny (we obviously think you should care very deeply about the art you choose to fill your life with) but I suspect in time our groups will naturally just see less and less of each other
jj4211@lemmy.world 1 day ago
I think there’s room for someone to recognize there’s an utterly generic facet to an otherwise creative work. If you for example know you just want a generic night skybox, I don’t think there’s going to be more quality by doing it directly.
However that sentiment carried forward to the assets will rapidly degrade the experience similar to using stock assets.
Carnelian@lemmy.world 1 day ago
There’s a balance for sure, again tho I would caution against “knowing” things about your work beforehand. I consider that to be a trap. Skyboxes in particular you can do amazing stylish things very quickly by blowing up unexpected textures and adding a few grounding elements, but we don’t need to drill too deeply into any particular element. Doors don’t open for you if you never try the handle
darthelmet@lemmy.world 1 day ago
A few angles on this:
You’re right that nothing is unimportant and I certainly enjoy it when I discover that attention to detail, but part of what makes that special is knowing that they put in extra effort into that. Acknowledging it as something that takes effort, we have to recognize the trade offs associated with that effort. Devs, especially indie ones, don’t have unlimited time and resources. So they have to prioritize. Choose your battles. What are the MOST important things that need to be in the game? What is required? Then after that if you have resources left and can control yourself from doing too much scope creep, then you can spend time on the lower priority things. If you can’t do this you might never release the game.
Of course, what is more or less important is subjective and context dependent. Subtle, intentional details might be more important in a game with a lot of environmental storytelling like Dark Souls, or a puzzle game where you want to be careful about how you direct the player’s attention, but is probably much less important in say, an action rpg where you’re just running through hoards of random enemies slamming particle effects.
Another thought I had related to the point about inspiration happening through the process: I don’t really do art anymore, (no real reason I stopped, might be fun again if I ever have the motivation/focus for it) but in high school I took 3 years of graphics design classes for art class. I’d finish whatever my assigned project was and then I just spent a bunch of time messing around in photoshop with random gradients, filters, and other effects. I wouldn’t call it super deliberate at least in the early stages, but at some point I’d end up with some abstract art that I liked and maybe tweaked a bit from there based on the things I saw from randomly trying stuff. I still use some of those for desktop backgrounds. I don’t think I could have ended up with any of that without some of the random stuff photoshop did. I could imagine someone using an ai image generation for similar kinds of inspiration. Although I can see how it’s also a lot easier for them to just stop there and not think about it again.
cecilkorik@lemmy.ca 1 day ago
Elevator music is a surprisingly profitable commercial niche. For that matter, there are always going to be soulless, insipid, overused imitations of real art that gets turned into staggering commercial success precisely because it’s bland and meaningless. “Live, love, laugh” for example.
Not everything has to have meaning and significance, but we also have the right to judge it when it should.
The problem with AI is that a lot of artists literally rely at least to some extent on the money that flows from that soulless commercial drivel, either with their eyes fully open to the situation, or by convincing themselves that it does have meaning to somebody, or just themselves if nobody else. They need to pay the bills and put food on the table and a huge source of that comes from commercial art work which has a high bar for visual impact and a very low bar for ideas or meaning.
If AI replaces the meaningless filler content of the art world, how do artists survive if that’s their bread and butter? It’s never going to directly replace real human art, but if it removes their meal ticket, the outcome will still be the same. Soon there will be almost no real human artists left, as they’ll start to become prohibitively expensive, which will drive more people to AI in a self-reinforcing feedback loop until only a handful of “masters” and a bunch of literal starving artists trying to become them without ever earning a penny. The economics of the situation are pretty dire and it’s increasingly hard to picture a future for human art that doesn’t look bleak.
I’m planning to do my part to make sure exclusively human-made art is always the choice I’m going to make and pay for, but there are bigger forces at play here than you or me and I don’t think they’re going to push things in a happy direction. The enshittification of art will happen, is already happening, and we’re just along for the ride.
Carnelian@lemmy.world 1 day ago
A beautiful post, thank you. There’s a lot in here that I could further clarify my positions on but I don’t disagree with you.
My hope is that enough people will emphatically reject it in order to keep things alive. A band doesn’t need ten million listeners to thrive, even 1,000 people who buy your albums and come to your shows can keep you moving. It may be that we become a counterculture of a bunch of artists who support each other.
But I do also have confidence that human ingenuity will always be more powerful than the slop that literally anyone can churn out on their phone in two seconds. So the scene may change but I think there will always be a somewhat large market for when people want more than just inoffensive elevator music
a4ng3l@lemmy.world 1 day ago
with 1000 supporters you need them to shell a monthly €10 to be viable. That’s unrealistic. I’m not going to individually support every individual creator to that extent.
Carnelian@lemmy.world 1 day ago
Artists need to make a stable hundred and twenty thousand euros a year to be viable?
But my apologies, my framing of this idea was underdeveloped. You as a listener are not supporting every artist you listen to via like patreon or something.
Essentially, from the perspective of the band itself, you just need to reach a critical mass of fans that will buy your albums, come to your shows, want to pick up a t shirt, etc. And that number is much lower than you would think. Not for becoming a millionaire with a mansion mind you, but to make your project self sustaining
deranger@sh.itjust.works 1 day ago
It’s kind of interesting that you say elevator music is soulless, not real art, etc. There are some genres of music that are based on elevator music, hold music, “Muzak” in general. It’s just as real as anything else, and people do seek it out.