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Using Generative AI in Content Production

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Re: Using Generative AI in Content Production

#71

Earlier quoted context omitted.

Or they can do like Call of duty, that just makes skins "heavily inspired" by other franchises they don't own, the week Borderlands 4 came out they put a few cell shaded skins that heavily resembles the look of that game's characters, there is one that skin that is pretty much like reptile from mortal Kombat called "vibrant serpent", they got a bit of heat in May of this year for releasing a skin that looked too much…

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.

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.

Re: Using Generative AI in Content Production

#72

Earlier 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.

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

I hate how parkour infested the fps genre. There's this whole meta now that I don't care about at all yet one has to learn if you don't want to go 3 and 12 and its in most games now.

Re: Using Generative AI in Content Production

#73

Earlier 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.

I've been trying to find time here and there to get the tumbleweeds out of my gaming pc just so I can try that game. Reviews and streams for it remind me a bit of the Dark Zone experience when the first Division game came out.

Re: Using Generative AI in Content Production

#75

I know that people get very up in arms about AI in creative industries - but I feel like people don't necessarily understand that even in creative industries there is a LOT of monotonous, exploitative grunt work. 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. Miyazaki gets to design his beautiful characters -…

What happens to the illustrators now?

They get to frolic on a farm upstate.

I'm curious if the parent poster thinks this is unique to film production, because I think you can make the same argument for pretty much any trade. Software engineering is 1% brilliance and 99% grunt work. This doesn't make that software engineers are going to enjoy a world where 99% of their job goes away.

Further, I'm not sure the customers will, because the fact that human labor is comparatively expensive puts some checks and balances in place. If content generation is free, the incentive is to produce higher-volume but lower-quality output, and it's a race to the bottom. In the same way, when content-farming and rage-baiting became a way to make money, all the mainstream "news" publishers converged on that.

Re: Using Generative AI in Content Production

#76
post #70

I know that people get very up in arms about AI in creative industries - but I feel like people don't necessarily understand that even in creative industries there is a LOT of monotonous, exploitative grunt work. 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. Miyazaki gets to design his beautiful characters -…

>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. Miyazaki gets to design his beautiful characters - but the task of getting those characters to screen must be carried out by massive team of illustrators for whom "creative liberty" is a liability to their career. This is vastly oversimplifying and is misleading.…

[dead]

Re: Using Generative AI in Content Production

#77
post #72

Earlier 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

I hate how parkour infested the fps genre. There's this whole meta now that I don't care about at all yet one has to learn if you don't want to go 3 and 12 and its in most games now.

It has been that way for decades, but prior the parkour stuff was exploiting bugs in game engines and only the top 1% or less of players could even pull off the complex inputs needed.

Personally, I was in the top 10% of HL2DM players but because I couldn't master the inputs for skating I wasn't able to compete with the truly elite tier players who would zip around the map at breakneck speeds.

Re: Using Generative AI in Content Production

#78

>GenAI is not used to replace or generate new talent performances This is 100% a lie. Studios will use this to replace humans. In fact, the idea is for the technology – AI in general – to be so good you don't need humans anywhere in the pipeline. Like, the best thing a human could produce would only be as good as the average output of their model, except the model would be far cheaper and faster. And... that's okay,…

Eventually consumers will use the technology to replace studios.

Any studios that isn't playing ostrich has realized this (so possibly none of them) and should be just trying to extract as much value as possible as quickly as possible before everything goes belly up.

Of course timelines are still unclear. It could be 5 years or 20, but it is coming.

Re: Using Generative AI in Content Production

#79
post #71

Earlier 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.

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.

Re: Using Generative AI in Content Production

#80

Earlier 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.

Unfortunately games playerbases don't stick around long enough anymore for grinding hard enough to be worth it.
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