How many times do some of the most creative and respected figures in this industry need to explain not only why AI is not the key to making a good game, but that it's actually detrimental to creativity? Or as Dispatch's creative director cleanly put: "maybe it's a creative solution if you aren't creative".
We've seen Larian's lead writer trash talk it, saying that AI-generated text is "a 3/10 at best". PUBG founder Brendan Greene has explained how "it's like a race to the middle of shit" as AI content becomes less and less trustworthy. When asked how Take-Two uses AI to help make successful games its CEO, Zelnick, simply said "clones don't sell". Hell, even the king of overpromising Peter Molyneux is tepid when it comes to using it.
But here we are, beating the same damn horse that just won't die as The Talos Principle 3's writers explain why they're also cautious about AI, the lies it tries to sell, and its actual impact on this industry.
"I'm going to talk for myself," Jonas Kyratzes, narrative designer, says in an interview with Game Informer. "I think it's largely ludicrous. I think the technology itself is very impressive, and I think machine learning has tremendous applications, most of which we're currently not seeing or getting.
"I think, because in a profit-oriented system, a lot of the things that we needed to do, we're just not going to use it for, because we're going to use it for stupid things instead, for people to try and make vast amounts of money before their companies collapse."
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