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Building an AI game studio: what we've learned so far

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Re: Building an AI game studio: what we've learned so far

#33
post #30

They mention using a service called Meshy for generating models, and I noticed that they have a free plan where the generated assets have a "license" of CC-BY-4.0[1]. Any lawyers in here that can comment on that? They're claiming copyright ownership over models generated from customer prompts, and I doubt they trained their model exclusively on stuff they own/licensed. 1: https://www.meshy.ai/pricing

"They're claiming copyright...." Who is "they" in this sentence, the company from the OP or Meshy? I'm guessing the company from the OP?

Re: Building an AI game studio: what we've learned so far

#34

Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.

If you think that’s true, I invite you to sort steam games by release date and to simply buy the most recent 10 of them in the categories you like that aren’t free to play. I mean, they’re all equally good, right? Making good games is easy. Assuming those low review counts are only due to bad marketing? It will even save you money, compared to buying the titles you normally would

Or we can acknowledge that making a great game is extremely difficult and expensive, and not dismiss the whole industry

Re: Building an AI game studio: what we've learned so far

#35

we are in need of a good 2D strategy game such as Advance Wars or Fire Emblem that can be played with infinite variations

What do you mean by infinite variations here?

I'm guessing they mean with some type of procedural generation or another randomization approach in mind that creates a bunch of new maps, bosses, vehicles even!

Advance Wars, if I recall correctly, has a hand-crafted set of maps and battles structured in a campaign story. So once you're done, you're done. Replay-ability is a bit limited.

I absolutely loved Advance Wars and my brother and I played the heck out of it growing up!

Re: Building an AI game studio: what we've learned so far

#36
post #33
post #30

They mention using a service called Meshy for generating models, and I noticed that they have a free plan where the generated assets have a "license" of CC-BY-4.0[1]. Any lawyers in here that can comment on that? They're claiming copyright ownership over models generated from customer prompts, and I doubt they trained their model exclusively on stuff they own/licensed. 1: https://www.meshy.ai/pricing

"They're claiming copyright...." Who is "they" in this sentence, the company from the OP or Meshy? I'm guessing the company from the OP?

"They" would be Meshy. Again, I'm not a lawyer, but my understanding is that you can't grant a license to some IP unless you own it.

Re: Building an AI game studio: what we've learned so far

#37
post #3

What a neat idea! Next: a strategy game where you give orders in plain text, instead of hundreds of clicks per minutes

Has anyone tried to create an LLM based crew on the bridge of a ship or spaceship?

Being able to delegate tasks to competent subordinates would be very helpful.

Re: Building an AI game studio: what we've learned so far

#38

Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.

If you think that’s true, I invite you to sort steam games by release date and to simply buy the most recent 10 of them in the categories you like that aren’t free to play. I mean, they’re all equally good, right? Making good games is easy. Assuming those low review counts are only due to bad marketing? It will even save you money, compared to buying the titles you normally would Or we can acknowledge that making a g…

95 % of games are boring, and unoriginal. Why? Because most of these people, who create these games are entrepreneurs. They only see the possible money from these. These games have no heart whatsoever, why? Because good games need passionate people, not blue collar suits.

There are 1 million subscribers at the gamedev reddit. It's ridiculous, and when people ask something, they get total balooney, ridiculous botlike answers.

Re: Building an AI game studio: what we've learned so far

#39

Hard facts: Steam has over 73k games - and is growing at over 10k games per year and increasing. The median game on Steam earns less than $800 - down from $4k in 2020. Making a game is not hard - marketing a game is.

If you think that’s true, I invite you to sort steam games by release date and to simply buy the most recent 10 of them in the categories you like that aren’t free to play. I mean, they’re all equally good, right? Making good games is easy. Assuming those low review counts are only due to bad marketing? It will even save you money, compared to buying the titles you normally would Or we can acknowledge that making a g…

> Making good games is easy

This is entirely you hallucinating an opinion they never expressed. The op said:

> Making a game

not a _good_ game.

Re: Building an AI game studio: what we've learned so far

#40
post #13

Earlier quoted context omitted.

I think that, while making a game is not hard, making an excellent game is hard. And I think making an excellent game is a lot like reaching product-market fit. It takes fast iteration with user feedback to find the fun, then a ton of polish to make it extraordinary. It has to be so good that, out of those 73,000 games and counting, I’ll spend some of my money and time on it. The way GenAI can help here, I think, is…

> And I think making an excellent game is a lot like reaching product-market fit. Making an excellent game takes quite different skills than creating a commercially successful game; just compare "pop culture" (optimized to be commercially successful) vs "high-brow culture". Even if you are not the "extremely high-brow taste" kind of person, there exist quite some video game genres in which excellent games are produce…

That really just depends on your definition of "excellent"

You have defined it to mean "high brow"

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