Earlier quoted context omitted.
I thought they were on biyearly swapping with treyarch? Cod4 in some ways was the beginning of the end for a lot that we took for granted in gaming up to that point. I remember when it released and a couple of us went to my friends house to play it. Boy were we in for a shock when there was no coop multiplayer like halo 3.
If MW didn't have co-op multiplayer on console than that's another example of the Mandela effect.
Using Generative AI in Content Production
101–110 of 155 posts
Re: Using Generative AI in Content Production
#102Re: Using Generative AI in Content Production
#103Earlier quoted context omitted.
Disruptive does not mean good, or useful, or important, or valuable. There is no reason to jump onto a thing early just because it is disruptive: Netflix exists in a different creative world than the tech industry, and its audiences are even more hostile to the idea that AI is being used to steal from the things and people they admire than the audiences of typical tech industry disruptions. People who care about art…
Nobody values slop, and not everything is slop, AI or otherwise. Also, stealing is not the same as copyright infringement, unless you subscribe to the RIAA definition of the word.
So just as there's no procedural difference between an AI getting something right and an AI "hallucinating", if the word "slop" describes anything AI generates, it describes all of it.
Either everything generative AI creates is slop or nothing is. So everything is.
Also I know stealing is not the same thing as copyright infringement. I'm talking about stealing livelihoods as much as stealing art.
Re: Using Generative AI in Content Production
#104One of the issues with using LLMs in content generation is that instruction tuning causes mode collapse. For example, if you ask an LLM to generate a random number between 1 and 10, it might pick something like 7 80% of the time. Base models do not exhibit the same behavior. “Creative Output” has an entirely different meaning when you start to think about them in the way they actually work.
Re: Using Generative AI in Content Production
#105I see a big one missing: * fully-generated content is public domain and copyright can not be applied to it. Make sure any AI content gets substantially changed by humans, so that the result can be copyrighted. More importantly: don't brag and shut up about which parts are fully AI generated. Otherwise: public domain.
Simpler yet - and inevitable, on sufficiently long time scales - is to dispense entirely with the notion of intellectual property and treat _all_ content this way.
Re: Using Generative AI in Content Production
#106Earlier quoted context omitted.
The Call of Duty series makes me so sad. I remember when cod 4 came out it felt like a genuinely groundbreaking and innovative thing and I was so pumped to see what IW did next. And then Activision took all of that talent that was genuinely exploring new ground in game development and stuck them in the yearly rerelease of the same damn game mill until everyone got burnt out and left.
For the record, Arc Raiders (just released) makes me feel like I'm back playing MW2 in the golden days. Just in the sense of playing an awesome game and riding the wave of popularity with everyone else.
>Some of the voice lines were created using generative artificial intelligence tools, using an original sample of voice lines from voice actors hired specifically with an AI-use contractual clause, similar to the studio's production process in The Finals.
https://en.wikipedia.org/wiki/ARC_Raiders
Great game though, I'm really enjoying it too
Re: Using Generative AI in Content Production
#107Earlier quoted context omitted.
They stole all the parkour stuff from Titanfall, which was made by the original IW founders when they left and founded Respawn ;) (I use "stole" in a non derogatory way here - 90% of good game design is cribbing together stuff that worked elsewhere in a slightly new form)
Totally, Titanfall 2 is one of my favorite games ever, but by the time I discovered the multiplayer was pretty much dead, no players and no recent updates.
Re: Using Generative AI in Content Production
#108Earlier quoted context omitted.
Nobody values slop, and not everything is slop, AI or otherwise. Also, stealing is not the same as copyright infringement, unless you subscribe to the RIAA definition of the word.
AI has no intent or creativity, so it can be neither right nor wrong, neither good nor bad. So just as there's no procedural difference between an AI getting something right and an AI "hallucinating", if the word "slop" describes anything AI generates, it describes all of it. Either everything generative AI creates is slop or nothing is. So everything is. Also I know stealing is not the same thing as copyright infrin…
AI is just a wrapper around a tool - it doesn't need intention or creativity because those come from the user in the form of prompts (which are by definition intentional)
It's just a Natural Language Interface for calling CLI tools mostly, just like how GUIs are just graphical interfaces for calling CLI tools, but no one thinks a GUI has no intentionality or creativity even when using stochastic/probabilistic tools
Anything a user can do with an AI they could also do with a GUI, it would just take longer and more practice
>Either everything generative AI creates is slop or nothing is. So everything is.
But then how do you know something is slop before you know if it's made with GenAI? Does all art exist as Schrodinger's Slop until you can prove GenAI was used? (if that's even possible)
Re: Using Generative AI in Content Production
#109Earlier quoted context omitted.
> For every person who gets to make creative decision, there are hundreds upon hundreds of people whose sole purpose is slavish adherence to those decisions. Yes but at least those decisions come from some or one person not just an algorirhm
As an engineer and artist, I think a better comparison is painting -> photography. It took quite a while for photography to be considered an art, since it removed so much of the creative control from the artist. But it replaced them with new and different skills, particularly the value of curation. Some skills, like framing, values, balance, etc. become even more important differentiators. Yes, it is much different.…
I agree. I think many artists in the future will be closer to directors/cinematographers/editors than performers
Many of the skills artists have today will still be necessary and transferable, but what will separate the good artists from the bad artists will be their ability to communicate their ideas to agents / other humans
Same with software developers I suspect - communication will be the most important skill of all, and the rockstar loner devs who don't work well in teams will slowly phase out
Re: Using Generative AI in Content Production
#110Earlier quoted context omitted.
Not me, the mix of parkour with multiplayer shooting with beautiful highly detailed maps it's something I like a lot, nothing even compares in that regard, I know the game is a shameless skin store but I do appreciate the former, although I also hate how small a lot of maps are, glances at Nuketown
They stole all the parkour stuff from Titanfall, which was made by the original IW founders when they left and founded Respawn ;) (I use "stole" in a non derogatory way here - 90% of good game design is cribbing together stuff that worked elsewhere in a slightly new form)
Which in turn was likely quite inspired by Starsiege: Tribes