> People taking the shortcut to build new games - and for what purpose, I wonder?
It's a trend that started before the AI. Games went from niche to mass market. There're billions of devices - and potential customers. Mobile game publishers haven't been trying to make a "memorable" game for over a decade. It's all about A/B tests, retention, lifetime revenue, etc.
The same is true for many desktop studios. The recent Wolverine debacle is a prime example. Studios are making generic, "safe" games.
In summary, I think it's an industry problem that predates AI. The only difference between now and five years ago is that you don't have to rely on cheap human labor all that much to create a clone of a clone of a clone.
It's a trend that started before the AI. Games went from niche to mass market. There're billions of devices - and potential customers. Mobile game publishers haven't been trying to make a "memorable" game for over a decade. It's all about A/B tests, retention, lifetime revenue, etc.
The same is true for many desktop studios. The recent Wolverine debacle is a prime example. Studios are making generic, "safe" games.
In summary, I think it's an industry problem that predates AI. The only difference between now and five years ago is that you don't have to rely on cheap human labor all that much to create a clone of a clone of a clone.