this post was submitted on 21 Jun 2026
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[–] doomhauer@lemmy.ca 5 points 16 hours ago

biased headline? calling it an "AI stigma" implies the judgment is unfair.

just say: *"games that are made using AI..." *

[–] samus12345@sh.itjust.works 12 points 22 hours ago
[–] Sam_Bass@lemmy.world 10 points 1 day ago

and still they refuse to take the hint

[–] supersquirrel@sopuli.xyz 14 points 1 day ago
[–] Stern@lemmy.world 22 points 1 day ago

"I filled my game with something people find objectionable and people don't like it"

wow amazing

[–] Tollana1234567@lemmy.today 22 points 1 day ago* (last edited 1 day ago) (1 children)

its a stigma now? and not hesitency?, i dont people see it as a taboo. its obnoxious, a plague and polluting to the environment, plus its being weaponized.

[–] schipelblorp@sh.itjust.works 6 points 22 hours ago

weaponized

I want to be clear to the audience that you are not speaking metaphorically.

[–] Washedupcynic@lemmy.ca 5 points 1 day ago

Current AA, AAA games are operating on subscription models that end up costing the consumer hundreds of dollars. If you're going to save time/money by using AI and not lower the price, a subset of consumers are going to be justifiably pissed. (Presumably less jobs are created due to the use of AI, so the money I pay isn't being reinvested into communities via local payroll, and now unemployed artists, writers, and coders are being a drain on tax based safety nets. That AI is a drain on water and electric infrastructure that may impact me directly if I live in the vicinity of a data center. The implications are larger than people not wanting AI in games.) If the AI elements are bad/game breaking, or if they don't deliver value for price, studios/publishers deserve the hate.

[–] starblursd@lemmy.zip 165 points 1 day ago (1 children)

Damn guess they shoulda paid artists huh

[–] terranoid@lemmy.cafe 51 points 1 day ago (5 children)

in my experience, a lot of the game devs using AI would normally try to do the art themselves, but think AI is "better" than what they could do... Then they throw together a collage of mismatched art that has no cohesion and call it a day, and get upset when they get called out for it, thinking it's just some anti AI thing.

People love to take shortcuts then hate when people tell them they sacrificed quality to do it.

[–] Fafa@lemmy.world 17 points 1 day ago

Im an artist working in games, and I absolutely agree. Lots of people think art in games needs to be "good" without knowing what that actually means. It's a lot more important that your art is coherent. Having coherent shapes and colors can do a lot. For example, just by choosing a color palette alone, you can create art that works pretty well.

Setting up any limitation will automatically create the coherence for a project. And you can go pretty minimalistic, too. Don't understand colors and light? Go black and white or sepia. Don't know about shapes? Use only one or two and design anything around it.

One problem with AI is that it doesn't use limitation as a tool and isn't able to contain detail. An indie developer who is inexperienced in art and able to manage their expectations doesn't have this problem. They can create naturally game art because they only know one way to approach it.

[–] mnemonicmonkeys@sh.itjust.works 5 points 1 day ago* (last edited 1 day ago)

Or they use it to generate placeholder art "so they can get an an ideal on the final product while they're working on gameplay".

Super Mario 64's jumps were figured out with a cube bouncing around in an infinite plane. Their excuse is pure bs, good gameplay is good gameplay

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[–] WoodScientist@lemmy.world 19 points 1 day ago (4 children)

Games are ultimately about telling a story, through literal plot narrative or metaphor. I like it when people tell stories. I don't want to be told a story by a damned machine.

[–] Appoxo@lemmy.dbzer0.com 2 points 1 day ago (2 children)

If NPCs can be dynamically fleshed out using LLMs, why not.
Give them voice acted voice lines and maybe clone the voice (under consent and only in the context of one game) to allow an NPC to talk like the VA but not having to repeat the same 5 catch all phrases (see GTA 5 NPCs)

[–] schipelblorp@sh.itjust.works 2 points 22 hours ago (1 children)

My guess is

  1. It would be expensive.
  2. It would be hard to control. LLM's are black boxes that often take you to unintended places.
[–] Appoxo@lemmy.dbzer0.com 1 points 19 hours ago

Ehh it could work on local hardware in some future.
And for example in GTA 5 there are already mods that give LLMs a body to speak through.

Can't find the video in my history but it was about having a comlanion NPC you could converse with (voice chat), drop weapons to use for a robbery, plan the getaway with.

(And tbh considering how braindead some players can be, LLMs won't be the most uncapable to control a character)

[–] WoodScientist@lemmy.world 3 points 1 day ago (1 children)

If NPCs can be dynamically fleshed out using LLMs, why not.

Sorry for the essay, but your "why not" got me thinking. I would argue it shouldn't be done, both for gameplay and safety reasons.

The application I see of this is something like city population in RPGs. Looks at Skyrim. Canonically, the cities of Skyrim were supposed to have populations in the thousands. But that wasn't possible to develop with realistic resources, and instead, they hand crafted a large, but still reasonable, number of NPCs to populate each town. It was enough to make the place feel like a functional city, but the cities themselves were physically small enough to make it all work. And, of course, like any RPG, after awhile you max out the dialogue tree of any NPC. This does cause you to lose the immersion.

So you might be tempted, "let's use generative AI to populate a truly vast metropolis. Let's build cities with thousands of NPCs."

You could try it, but it's already been tried. It's called Starfield. I have a weird relationship to that game. I find the plot vapid and empty. And there is no joy in exploration. There are innumerable planets, but each of them is filled with procedurally generated assets. Every planet is vast, fully and utterly empty at the same time. There's tons of bases, landmarks, flora and fauna to explore, but they're all repeats of the same thing, nothing like the vast yet still handcrafted worlds of Skyrim and Oblivion. There's some variety, but after playing for awhile, you see beyond the veil and the patterns become obvious. At that point, exploration loses all joy. I have a complicated relationship to Starfield mostly because despite hating much of it, I still have around 200 hours in it. Though that was mostly because I'm a sucker for factory games and got really into the base builder. The base builder, notably, doesn't rely on those procedurally assets for its core functioning. The parts I like best about Starfield were the handmade parts.

It's tempting to use LLMS to populate a vast RPG world. But soon enough, you will see behind the veil. Sure, they won't repeat the same catch phrases, but after awhile all the NPCs will start sounding the same. Instead of getting disillusioned because all the NPCs repeat the same 5 lines, you'll instead become disillusioned because they all sound like Claude or ChatGPT.

And worse, even if this doesn't happen, even if it never gets old, that's in some cases worse. Imagine you took this to the ultimate conclusion. Not only do you generate a mountain of dialog options for all your NPCs, you also embed an active LLM prompt window into the game. And let's magically assume that LLMs get good enough to never hallucinate and to always give unique and relevant answers.

Such a game might be legitimately dangerous to the mental health of anyone using it. People already get addicting to immersive games. Take a game as addictive as WoW at its prime. Now fill it with NPCs, each the most engaging conversation partner you've ever had in your life, each with infinite patience and willing to talk with you for as long as you want, at whatever you want, who will never question your ideas or find you at fault for anything. Each as unique as people in the real world are from each other.

That right there is a dangerous machine. That is not something anyone should build. Immersive games are already addictive to many. People are already falling in love with chatbots. Combine them together, and you're going to ruin a lot of innocent lives.

[–] Appoxo@lemmy.dbzer0.com 3 points 19 hours ago

Mhhh...
I wouldnt spam the game world with NPCs.
I think more in the scale of GTA 5 maybe amd it's population density.
At some point you will have heard all the funny bits and banter and the dialogues between npcs will devolve into nonsense.

My suggestions was more to make the NPCs seem more animate without touching the actual story developers crafted.
E.g. you get send on a quest but you want to try amd get all dialogues before going.
So you could spam the Interact-button. At one point (where it should loop) the NPC will become "AI-sentient" and question why you are asking it so much and to already go. The NPC already said to hurry or you'll miss the train.
Yes, devs could care fo have that included today without AI but with this tech they could get the really weird edge cases.
And the character designers could create a really detailed and fleshed out description for the NPC or class of npcs to have a specific personality.

[–] ripcord@lemmy.world 7 points 1 day ago (1 children)

Games are ultimately about enjoying something. There's lots of games people play that don't have a story. Or a good one.

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[–] Augmented1207@feddit.org 1 points 1 day ago (1 children)

I understand what you are saying but I don't think trippe a games let AI write the story. I think its like software engineering, where the human still thinks about and decides about the architecture but let's the AI produce the actual code. I feel like its a pretty difficult dilemma. Idk if I would care that an npc dialogue is generated or written. As long as the story and the world is handcrafted and these details as a npc you might not even interact with match that storry I think I don't really care? I think its simpler to picture with game assets: I don't care if a sprite for a puff of smoke is AI generated. I would care though if the characters are generated and not hand painted/textured

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[–] Potatar@lemmy.world -1 points 18 hours ago (1 children)

Yeah sure the best games (played for more than 100 years) are about stories: football, basketball, chess, backgammon all about telling a story.

[–] WoodScientist@lemmy.world 1 points 18 hours ago

I said metaphorically telling a story. Chess is literally a battlefield, but even physical sports focus on certain categories of human movement and form. They encourage certain body types. They require certain movements. Body language is a form of communication. The shape of your body tells stories of your ancestors and the story of what you've done and how you've treated it. There is poetry in body langue. It can tell a story. There are many kinds of stories. Not all of them are narrative. Some are metaphor. Every sport has its own vibe to it. Every game has its own feel. A video game is the creation of a human being(s). Another human being wants you to share an experience, whether game mechanic or literal plot narrative. Even a game with no plot at all still has heart, still has a soul. It represents another human being's expression of what they believe to be fun, enjoyable, and wondrous.

That is a deeply human form of communication. Even if it is entirely nonverbal. Every game played and loved represents the opening of one human heart unto another. And I find it morally reprehensible to be tricked into having that kind of experience with a machine.

I feel the same for most all creative arts.

[–] eestileib@lemmy.blahaj.zone 132 points 1 day ago (3 children)

I love how easily the billionaire sloplords adopt language implying that they are oppressed.

[–] j5y7@sh.itjust.works 6 points 1 day ago

Billionaires get their branding from CumHammer Brand Management:

Wealthy

Handsome

Fun-loving

Victim

[–] Smaile@lemmy.ca 12 points 1 day ago* (last edited 1 day ago) (1 children)

Maybe we should start doing just that

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[–] nullspace@lemmy.world 12 points 1 day ago

AI slop is the new asset flip. Same stigma, different grift.

[–] apfelwoiSchoppen@lemmy.world 93 points 1 day ago (3 children)

Could it just be AI itself and how bad it sucks instead of "AI stigma"?

[–] terranoid@lemmy.cafe 28 points 1 day ago

Yep. I've seen indie game devs try to push AI art into their products and it never looks good. There is no cohesive design. It looks like badly done collage work with images in different resolutions sometimes. And if they're that lazy, it usually shows in more ways.

[–] NekoKoneko@lemmy.world 23 points 1 day ago

"Data Analyst Finds that 'Lazy Awful Game Stigma' Can Reduce the Number of Reviews a Game Gets by 53% - And the Reviews it Does Get are More Negative"

[–] arcine@jlai.lu 2 points 1 day ago

I think the way you phrased it misses the point. It simply does not matter whether AI "art" is good or bad, in a technical sense.

Until AI is an actual person, and can make art reflecting its subjective experience (which would no doubt be very interesting) ; AI "art" is just nothing.

There is no meaning, no story behind it, no other mind to connect with. It was made by a philosophical zombie, a thing that possesses enough appearance of consciousness to seem aware, but no actual subjectivity.

AI "art" could be technically irreproachable, ie "good" and it would still be equivalent to nothing. Even a blank canvas made by a human means worlds more than our current AI could ever make.

And I personally don't believe AI will ever be a person. But on that, sensible minds may differ.

[–] Perky@fedia.io 66 points 1 day ago

"Data analyst finds that "diarrhea stigma" in bakeries can reduce the number of reviews a cake gets by around 53%--and the reviews it does get are more negative."

Stop putting diarrhea in the cake and people will both review them more often and review them more highly.

[–] nik282000@lemmy.ca 23 points 1 day ago

Yes, because gamers are ever so slightly more tech savvy than your average project manager. They are fully aware that LLMs and diffusion models are just expensive plagiarism engines at best and slop factories the rest of the time.

[–] amio@lemmy.world 50 points 1 day ago (1 children)

Ah yes, the stigma against AI, the stigma that is actually pretty well founded given how it's dogshit at anything other than BS-ing. The stigma that's an obvious reaction to shoe horning a hype fueled scam into every fucking thinkable thing. That stigma?

[–] aphonefriend@lemmy.dbzer0.com 8 points 1 day ago (1 children)
[–] Warl0k3@lemmy.world 3 points 19 hours ago

Oh, right. The poison. The poison for Kuzco, the poison chosen especially to kill Kuzco, Kuzco's poison. That poison?

It's so weird how far self-censoring has gone. Now they're altering quotes because of this perception that it will be caught by the AI moderation...

[–] fodor@lemmy.zip 27 points 1 day ago

You say stigma I say quality control issues.

[–] Durandal@lemmy.today 11 points 1 day ago (2 children)

Here's a great browser extension that searched the steam store pages for the AI declaration and pops up a giant warning when there is one and shows you the text or it.

https://github.com/seeeeew/aiwarningforsteam

I apprecite this exists.

That being said, I almost always use the Steam application to browse their storefront, and it doesn't look like it works in that case. I totally get why it doesn't, just pointing it out

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[–] 87Six@lemmy.zip 24 points 1 day ago

who otherwise would have succeeded

Buddy is in his own little assumption fantasy world

Maybe because people don’t want their art automated?

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