Earlier quoted context omitted.
Game companies already collect heaps of data about players, which mechanics they interact with, which mechanics they don't, retention, play time, etc. I don't think it's much of a stretch to take this data over multiple games, versions, and genres, and train a model to take in a set of mechanics, stats, or even video and audio to rate the different aspects of a game prototype. I wouldn't even be surprised if I heard…
> Game companies already collect heaps of data about players, which mechanics they interact with, which mechanics they don't, retention, play time, etc. Yes, that's how games like Concord get made. Very successful approach to create art based on data about what's popular and focus groups.
Everything is measured and analysed and optimised for engagement and monetisation.
When you have 200 people making a game, "luck" or "art" doesn't factor in at all. You test, get data, and make decisions based on the data, not feelings.
Solo devs can still make artsy games and stumble upon success.