If it doesn’t make games bad, then the complaints are simply invalid and bandwagoning, and developers cannot be faulted for using it. LOL
“If slavery doesn’t harm the economy, then the complaints are simply invalid and bandwagoning, and plantation owners cannot be faulted for using them. LOL”
I know Lemmings have a lot of trouble reading, so I’ll get this out of the way now: no, I’m not saying that generative AI is slavery, nor am I saying they’re equivalent. I’m drawing one similarity to make a point. That’s called a simile. The point being, that one supposed criticism isn’t valid doesn’t mean that no criticisms are valid.
theunknownmuncher thinks it’s somehow inconsistent to be against generative AI while being ok with procedural generation, which implies that they think they’re equivalent in some way.
It’s genuinely wild that you wrote this and then minutes later tried to make a “comparison but totally NOT equivalency, guys” to SLAVERY. 🤦🤦🤦
EDIT: btw, not that it matters at this point, but that’s not what a simile is. It is analogy, though, but a super flawed and shitty one
I like how l saw this repIy coming and accounted for it and pre-repIied to it, and you stiII Ieft it. Yeah, it would be outrageous to equate generative Al and slavery, that’s why l didn’t do that
So the reason behind that was to point out that, by your logic, slavery would be excusable. That’s the argument you’re making. The consumer won’t notice the difference, therefore it’s fine for the producer to use it.
by your logic, slavery would be excusable. That’s the argument you’re making.
I’m sorry, we’re talking about the implementation of generated content in video games. That only works if it’s EQUIVALENT to slavery, it’s not (which you yourself said in an attempt to have it both ways lol), so “my logic” does not apply to slavery… Dude.
I was about to type out a whole response, but I need to learn when to cut it short.
Generative AI is demonic, using it offloads your creativity, humanity, and soul into an unthinking, unfeeling machine. Anything that uses generative AI is inherently worse because it was not made by someone with agency or creativity. You’re advocating for putting artists and writers out of work.
Nope. Procedural generation requires a lot of creative and technical input on the part of the developer. It’s not used to offload creative or intellectual work, it creates creative and intellectual work. The intellectual work is something I forgot to mention in that reply, but the loss of the intellectual effort is just as bad as the loss of the creativity.
Let’s compare the topic of this discussion with the game I’m currently playing, Kerbal Space Program.
Contracts in Kerbal Space Program’s career mode are (for the most part) procedurally generated. There are a few mission types, usually asking the player to bring a part or set of parts to a particular location and perform some action with them. Attach a part to a satellite in orbit around Duna, take pressure readings in flight over Kerbin, plant a flag on the Mun, etc. This is not offloading creativity onto the machine, this is using procedural generation to provide the player with an endless variety of objectives. Producing this system of procedurally generated missions required creativity and forethought from the developers. I don’t work at Squad, but I imagine it took a number of manhours to set all of the parameters and limitations for the system, and to test it to make sure it works, and that it doesn’t generate any missions that are impossible to complete.
Contrast that with the AI generated text that is the topic of this discussion. The creative input for that text up there was something along the lines of “generate some sci-fi technobabble that would fit in a starship’s event log” and “do it again, but don’t talk about the ship, just talk about astronomical data.” I know this for certain, because I generated a nearly identical passage using those two prompts exactly. They could have gotten a freelance sci-fi author to write these few bits of text, or even just sat down for 10 minutes and wrote it themselves. It would cost them nearly nothing, and in exchange they would have a piece of text that fits within the world and was written by a human. Instead, they offloaded that creative work onto a machine. They didn’t make more work for themselves like a developer that uses procedural generation, they made less work for themselves by asking a machine to do it instead.
I could make a similar contrast between this and basically any procedurally generated system in games. Minecraft, Daggerfall, Borderlands, FTL: Faster than Light, Slay the Spire, Dead Cells, all of these games use procedural generation to complement the creative and technical work they put into the games, not to avoid having to do that work in the first place.
“If slavery doesn’t harm the economy, then the complaints are simply invalid and bandwagoning, and plantation owners cannot be faulted for using them. LOL”
I know Lemmings have a lot of trouble reading, so I’ll get this out of the way now: no, I’m not saying that generative AI is slavery, nor am I saying they’re equivalent. I’m drawing one similarity to make a point. That’s called a simile. The point being, that one supposed criticism isn’t valid doesn’t mean that no criticisms are valid.
👀 SLAVERY??? Come on man. Outrageous.
It’s genuinely wild that you wrote this and then minutes later tried to make a “comparison but totally NOT equivalency, guys” to SLAVERY. 🤦🤦🤦
EDIT: btw, not that it matters at this point, but that’s not what a simile is. It is analogy, though, but a super flawed and shitty one
I like how l saw this repIy coming and accounted for it and pre-repIied to it, and you stiII Ieft it. Yeah, it would be outrageous to equate generative Al and slavery, that’s why l didn’t do that
Yes, of course I did, it would be gross of me to let that slide
So the reason behind that was to point out that, by your logic, slavery would be excusable. That’s the argument you’re making. The consumer won’t notice the difference, therefore it’s fine for the producer to use it.
I’m sorry, we’re talking about the implementation of generated content in video games. That only works if it’s EQUIVALENT to slavery, it’s not (which you yourself said in an attempt to have it both ways lol), so “my logic” does not apply to slavery… Dude.
I was about to type out a whole response, but I need to learn when to cut it short.
Generative AI is demonic, using it offloads your creativity, humanity, and soul into an unthinking, unfeeling machine. Anything that uses generative AI is inherently worse because it was not made by someone with agency or creativity. You’re advocating for putting artists and writers out of work.
Literally everything you just said applies to procedural generation, except that it is demonic because that’s just silly
Damn, guess I’m writing a whole response anyway
Nope. Procedural generation requires a lot of creative and technical input on the part of the developer. It’s not used to offload creative or intellectual work, it creates creative and intellectual work. The intellectual work is something I forgot to mention in that reply, but the loss of the intellectual effort is just as bad as the loss of the creativity.
Let’s compare the topic of this discussion with the game I’m currently playing, Kerbal Space Program.
Contracts in Kerbal Space Program’s career mode are (for the most part) procedurally generated. There are a few mission types, usually asking the player to bring a part or set of parts to a particular location and perform some action with them. Attach a part to a satellite in orbit around Duna, take pressure readings in flight over Kerbin, plant a flag on the Mun, etc. This is not offloading creativity onto the machine, this is using procedural generation to provide the player with an endless variety of objectives. Producing this system of procedurally generated missions required creativity and forethought from the developers. I don’t work at Squad, but I imagine it took a number of manhours to set all of the parameters and limitations for the system, and to test it to make sure it works, and that it doesn’t generate any missions that are impossible to complete.
Contrast that with the AI generated text that is the topic of this discussion. The creative input for that text up there was something along the lines of “generate some sci-fi technobabble that would fit in a starship’s event log” and “do it again, but don’t talk about the ship, just talk about astronomical data.” I know this for certain, because I generated a nearly identical passage using those two prompts exactly. They could have gotten a freelance sci-fi author to write these few bits of text, or even just sat down for 10 minutes and wrote it themselves. It would cost them nearly nothing, and in exchange they would have a piece of text that fits within the world and was written by a human. Instead, they offloaded that creative work onto a machine. They didn’t make more work for themselves like a developer that uses procedural generation, they made less work for themselves by asking a machine to do it instead.
I could make a similar contrast between this and basically any procedurally generated system in games. Minecraft, Daggerfall, Borderlands, FTL: Faster than Light, Slay the Spire, Dead Cells, all of these games use procedural generation to complement the creative and technical work they put into the games, not to avoid having to do that work in the first place.