Gaming, like all software development, becomes plagued by popularized anti-patterns every so often. Remember back in like 2010 and every. single. fucking. game. had unskippable, frustratingly difficult, often instantly fatal should you fail them, quicktime events? Because I fucking remember. And now those are nowhere, because they’re terrible. And, yes, the use of AI is not a game design pattern so much as it is a development tool that will be used to fastforward development and decrease costs around, presumably, asset generation, but to some extent that was always going to happen. Any time a tool comes about that fundamentally reduces human labor, it always sees widespread adoption. Eventually it’ll be industry standard, and it’ll be…fine. It’ll suck for people with aspirations around graphic design and 3D modeling, but those are just the first places there will be cuts. Eventually you’ll have the physics engines, game systems, state management, etc. and other core components of game design automated via AI processes, which will kill a shitload of dev jobs. And eventually the people who make these AI game engines will, instead of selling to a studio who will parameterize the AI with prompts, will automate the prompting process with AI itself, so instead of selling to studios, they’ll just have an AI service that will take your description for a game that you want, run it through a bunch of canned AI subroutines and it’ll crap out a boutique game of your design that they technically own and have full copyright over and which is just incredibly derivative of a ton of other IP - imagine every single game being Palworld, “like X crossed with Y with a bit of A and B thrown in.” That’s right: eventually the end user will design the games themselves. A world in which you never have to consume any game, or probably eventually any media of any kind, beyond the one you already liked and wanted. You’ll never have to be challenged more than you would like or experiment with different forms of media. It’ll be a brave new world, filled with brave new games.
Well, for some realism I do understand you can’t think forever. Imagine someone asking you a question and you stay frozen for 1 minute. That would be weird 🤭
But the time in CyberPunk 2077 is too short yes.
PS: I wish I could reload my save game in real life 😂
Maybe. But multiplayer games exist. And people have a very high standard for what population a game must have for it to be worth playing. People will consolidate into singular pre-made titles, compromising on their desires like they do now, in order to have many other humans to play with.
Maybe AI can be convincing NPCs eventually, but people will want to play games with their friends. They’ll find out eventually if another character is an NPC or human, and they will care.
Even singleplayer games will be subject to this, to a degree. People enjoy playing what their friends play - they like having the same experiences, they like having something in common to discuss, they like the shared experience that brings a sense of community to the fans of a single title or series.
Sure, people could make any game they desire, but it will be isolating. You’re underselling the social desires and needs we all have. Maybe we’ll end up with something similar to Garry’s Mod and Roblox: connected gaming hubs where people can load up any number of experiences - but still being able to include their friends somehow. I think that is much more likely than the concept of a person sitting in the corner of a room with their VR headset, wilting away in a world of their own creation, having lost all connections that would otherwise surround them. Humans naturally fight against that. We’ll experience things we’re not familiar with, as long as we’re experiencing them with other people.
Gaming, like all software development, becomes plagued by popularized anti-patterns every so often. Remember back in like 2010 and every. single. fucking. game. had unskippable, frustratingly difficult, often instantly fatal should you fail them, quicktime events? Because I fucking remember. And now those are nowhere, because they’re terrible. And, yes, the use of AI is not a game design pattern so much as it is a development tool that will be used to fastforward development and decrease costs around, presumably, asset generation, but to some extent that was always going to happen. Any time a tool comes about that fundamentally reduces human labor, it always sees widespread adoption. Eventually it’ll be industry standard, and it’ll be…fine. It’ll suck for people with aspirations around graphic design and 3D modeling, but those are just the first places there will be cuts. Eventually you’ll have the physics engines, game systems, state management, etc. and other core components of game design automated via AI processes, which will kill a shitload of dev jobs. And eventually the people who make these AI game engines will, instead of selling to a studio who will parameterize the AI with prompts, will automate the prompting process with AI itself, so instead of selling to studios, they’ll just have an AI service that will take your description for a game that you want, run it through a bunch of canned AI subroutines and it’ll crap out a boutique game of your design that they technically own and have full copyright over and which is just incredibly derivative of a ton of other IP - imagine every single game being Palworld, “like X crossed with Y with a bit of A and B thrown in.” That’s right: eventually the end user will design the games themselves. A world in which you never have to consume any game, or probably eventually any media of any kind, beyond the one you already liked and wanted. You’ll never have to be challenged more than you would like or experiment with different forms of media. It’ll be a brave new world, filled with brave new games.
Cyberpunk is literally full of what amount to dialogue based quicktime events.
Yeah, and people fucking hate it. It’s a blemish on an otherwise okay game.
Yeah, finding fucking timed dialogue events made me wanna chuck the disc out the damned window
Here’s two wildly different dialog options, that might have vastly different consequences. You have three seconds to decide. Fuck that shit.
Well, for some realism I do understand you can’t think forever. Imagine someone asking you a question and you stay frozen for 1 minute. That would be weird 🤭
But the time in CyberPunk 2077 is too short yes.
PS: I wish I could reload my save game in real life 😂
i didn’t think it was a big problem but i could see how some people are slower to react and pressure gets to them
but i also think it’s weird when npcs wait forever for player input. but we’re not there yet
You should try roleplaying.
Maybe. But multiplayer games exist. And people have a very high standard for what population a game must have for it to be worth playing. People will consolidate into singular pre-made titles, compromising on their desires like they do now, in order to have many other humans to play with.
Maybe AI can be convincing NPCs eventually, but people will want to play games with their friends. They’ll find out eventually if another character is an NPC or human, and they will care.
Even singleplayer games will be subject to this, to a degree. People enjoy playing what their friends play - they like having the same experiences, they like having something in common to discuss, they like the shared experience that brings a sense of community to the fans of a single title or series.
Sure, people could make any game they desire, but it will be isolating. You’re underselling the social desires and needs we all have. Maybe we’ll end up with something similar to Garry’s Mod and Roblox: connected gaming hubs where people can load up any number of experiences - but still being able to include their friends somehow. I think that is much more likely than the concept of a person sitting in the corner of a room with their VR headset, wilting away in a world of their own creation, having lost all connections that would otherwise surround them. Humans naturally fight against that. We’ll experience things we’re not familiar with, as long as we’re experiencing them with other people.