I've seen a lot of people trying to extract some form of arbitrage while AI is still new; they maintain that their mode of value generation is primarily of human origin, but all they can do is to write the most generic documents using AI and pass along AI output in chats without actually bothering to think about what was actually asked of them.
The articles point us mostly right but this isn’t new to the AI age.
> None of them could tell me the cost of a decision that got reversed six months later.
Absolutely everyone in a game studio knows that the cost of a bad decision scales with the number of people working in the project, and all the good leads know the decisions that are easy to revisit. There’s only two terminal decisions in a game project (IME - I’d love to know if there’s another). Not finding the fun, and scaling too early.
> Headcount grew from roughly 100 people in 2015 to around 400 by 2019
Skull and bones shipped in 2024. Pandemic notwithstanding, this checks the “scaled too early” box
At that level, using AI is extremely tempting because we often entirely lack the capacity for whatever it can slop out. Personally, I can resist the temptation because I do employ a human artist, and even if he's not great at some particular output we can still produce something good enough.
But many, many more games never came into being at all because there's just a programmer, or just a designer, or maybe a team of 5 with just one artist. Not existing is certainly a failure, no?
So, now we're seeing a flood of terrible slop from solos churning out their first game. All the noise sucks for everyone who has some expertise and an existing team. I think it's going to suck a lot worse for all of us -- indie, AA and AAA -- in a year or two when some of those slop producers actually become good.
This part seems really true: "If execution becomes genuinely cheap, then being wrong becomes cheap, and a studio can afford to explore more directions before committing to one. Run six prototypes instead of two. Kill five of them in week four rather than month fourteen."
This really is huge. My own plan for the future is to make multiple vibe coded/art prototypes and then redo the chosen one from the ground up.
My game projects failed before I could start them because I need to work to pay rent and don't have time to spend years tweaking graphics of indie games.
Claude is now so good I actually turn short stories I write into games for myself.
never delivering is just an extreme case of slowness.
Gosh, just finish the first game and ship it. Then do the same rework you were going to do and ship that too. I will happily enjoy both cakes.
It's crazy to think that the leadership of multimillion-dollar publishers and developers operate with the same conviction and decisiveness as an unfocused art student.
EDIT: I look at something like Sony third parties during the PS2/PS3 transition vs Nintendo around Y2K. SO many PS2 games got delayed and ported to PS3, getting roughly the same sales on higher expenses. Square Enix even infamously did it with the PS3/PS4 transition, scrapping 7 years of work on Final Fantasy Versus XIII to turn out XV in the following 3 (though, in a sense, they learned their lesson, since XV was basically released half-completed, the Royal edition finally adding in most of the planned features).
Compare to Nintendo releasing several of their N64 games in Japan with missing features that would be added in for a subsequent US or GameCube release (most notably Pokemon Stadium and Animal Crossing). Instead of trying to desperately claw back extended development expenses, they double-dipped.