This is not going to age well. in a few years AI will be so ubiquitous there will be no way to participate in the development pipeline with out it. Just embrace it as another tool in your toolbox and exploit it's power. If a game looks and plays like garbage then it will not succeed, same as it ever was.
Viewing post in Generative AI Disclosure tagging
I suspect it's the opposite. In a few years, LLM and image-based AI-generated content will collapse because it's all funded by smoke and mirrors; there's no actual profit plan, especially since the content made by AI isn't protected by copyright.
(How many studios will release a movie that's in the public domain the moment it hits the screen? How many game devs want their logos and characters to be free for anyone to copy?)
We're seeing a huge amount of it right now because there are lots of free and low-cost AI generators available, but when the venture capitalist firms that were chasing NFTs realize that the general public isn't going to pay as much for AI generation than they do for human-made goods, and in many cases will refuse to pay for them at all, the bubble will burst and all the public AI tools will vanish.
There'll still be plenty of self-hosted LLMs and art generators, but without the power of Google or Microsoft's servers behind them, they won't have anything like the same capacity.
Case in point: The Open Slopware page claims that several popular game engines have started to include LLM-generated code. Unless I missed something, I doubt that it'll be easy for new games or games receiving updates to remain AI-free for long.
- Games made with Godot include a copy of the Godot engine. Versions of Godot newer than 4.3-stable include LLM-generated code.
- Games made with Ren'Py (or any other engine written in Python) and packaged with PyInstaller include a copy of the CPython interpreter. Versions of CPython newer than 3.14.0a4 include LLM-generated code.
A post by asie brought this to my attention.
Because you could unbundle it and have the user get the runtime distribution files for the engine, library or whatever dependencies it has.
Look here for an explanation https://www.rpgmakerweb.com/run-time-package
More commonly known and seen might be the requirement for your system to install Visual C++ Redistributeables, if you install certain games.
What about browser games? If it only runs in Chrome, it will make use of ai code. If you bundle your game with Chrome, your project's files will have ai code. But would anyone consider the project itself to be in any way ai made?
That the policy and implementation could be better, goes without saying. I prefer the disclosure as seen on Steam. It is details in text.
But even there, I have doubts that you would see a disclosure about how the engine used would have some ai code in it. As I said, Chrome contains ai code. Every web game that only runs bug free on Chrome, or is even bundled with a Chromium, would fall under the code ai section, if you would apply the ai question transitive.
This is not the intent of the ai disclosure. Leafo made a statement about this somewhere here. The opinion was, you should only tag a dependency that has ai in it, if you chose that dependency because it has ai in it. It follows, if you merely chose that dependency, because that library is a common library, or happens to be your game engine, or bundled browser, that the disclosure questions do not apply. It's about the things put into the game, not the things necessary to run the game.