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Discussion (224 Comments)Read Original on HackerNews
2. Digital media allows a single authored work to consume the attention of an unbounded number of people with near zero marginal cost. Further, once a work has been authored, it is available to be consumed forever.
3. Computers, software, the web, and now AI have drastically lowered the cost to produce a work of digital media.
You can't have fixed demand and have the supply increase 10x every year without something going off the rails eventually.
Now, granted, a unit of digital media is not a commodity good. People have preferences and not all works are created equal. But people are also demonstrably not that discriminating at what they spend their attention on now matter how unsatisfying the experience was, once it's spent it's gone.
Our economic systems around making and consuming media were not set up to handle this level of imbalance between creator and audience and something will have to change if we want to still have a functioning world where people make good art and others are enriched by it.
Not at all. Seems output in this brave new AI era is more or less the exact same as it was in the dark ages. The only output that has gone up, logarithmically at that, is spam and other low effort fodder.
I also want to push back on the idea that content is "solved." Consider the fact that you could be born in 1810 or 1910 or 2010 and in each of those eras, have more content available for you to read than you could ever read in your lifetime. People tend to enjoy contemporary stuff vs exclusively reading classics, and therefore there is constant demand for new stuff of quality in principle.
I think writers who are trying to become truly gifted writers aren't going to be out of demand in the future. I mean after all, technology has come up with dozens of new ways to commodity just about every medium of art there is for mass production, and yet, for every medium of art there is there are still sought after and celebrated artists.
Provenance has value. That is something that technologists often forget coming from engineering backgrounds, where everything they interact with is commodified and provenance doesn't matter at all, only the binary of if the spec is met.
20 million videos are uploaded to YouTube every day.
>* NYT is now 10x as thick?*
One random site I checked says there are 600 million active blogs right now.
> Every source of quality has upped its quantity by 10x?
I made no claims about quality. If you spend two hours watching Citizen Kane, or two hours watching loot boxed unboxing videos, the fraction of your life that's spent is the same. The attentional cost is equivalent even if the value someone derived from it is not.
> I think writers who are trying to become truly gifted writers aren't going to be out of demand in the future.
Almost no one can make a living writing poetry any more. That means the hypothetically world's best poet probably doesn't exist because that requires a time investment that simply isn't available except among the idle rich. The trend is going that way for photography, music, and fiction.
In order to be truly gifted, you need a massive amount of time to hone your craft and it's very hard to find that in an economy that doesn't pay you to do that.
> Provenance has value. That is something that technologists often forget coming from engineering backgrounds, where everything they interact with is commodified and provenance doesn't matter at all, only the binary of if the spec is met.
I agree. Hand-made stuff is good. But imagine a world where every fast food restaurant charged five cents for an entire meal. Home-cooked meals would still be superior, but how often would the average person summon the time and willpower to make them? And in that world, how good do you think the average home cook would get?
I have a huge Steam backlog and a Plex server stocked with (ymmv) many of the finest movies available in the form. There’s so much media there that there’s no realistic path to experiencing it all in my lifetime. That certainly has an impact on my inclination to purchase new games or movies.
I concede that that’s always been the case for durable written works thanks to the local library. But the scale of convenient supply now is staggering.
Yeah, and by the time you get to many of those games they will feel clunky and outdated. It's not just the graphics that ages, but also the game mechanics, UI and UX, and the general presentation of the game. I would rather play Path of Exile than Diablo 2.
>I concede that that’s always been the case for durable written works thanks to the local library. But the scale of convenient supply now is staggerin.
I think even these written works go through "improvements". It's difficult to point out what is better about the more recently written stories, but somehow they are more appealing (in some aspects). Picking up an old book is harder than a new one if you're very familiar with a genre.
EDIT: Since people are getting specific about that last line and missing the point, how about instead it's "I bet you watch a lot more movies from the $yourFavoriteDecade than the timemachine(start = $yourFavoriteDecade, direction = "reverse", years = 40)"
Steam is releasing 50-70ish games every single day now from what I understand. That's a crazy number.
Compared to 2016 which saw 10-15 per day
And in 2023 (pre AI?) it was 30-40ish
For games, forget steam as a whole but consider maybe a single studio. It isn't like EA is moving to monthly vs yearly releases of their regular titles even though output is 10-12ish-x more in theory. It isn't like they are covering 10x as many sports in terms of games as they did previously now that they can do 10x more output with this new tooling, in theory of course. Output in terms of actual deliverables seems to be the same as it ever was.
Not even in the slightest is that happening. Why not? Nobody gives a shit. Their attention time is finite. And the masses don't want to produce anything when they're not at work. Production is work. High-quality production is hard work. The latest human TikTok continues to be at least 10x more interesting to the masses than most any form of AI media. Why? It's about pleasurable passive consumption. AI video isn't there yet (3-5 years before it really matters in the realm of big media).
There's no risk on the horizon of a supply issue. The 99% do not care to spend their home time manufacturing.
How long can we continue making 10x more features just because we can, until somebody realizes that users do not have the attention to spend on them? There might be a shift, but currently, we are too focused on pleasing shareholders.
With agents you can just throw them at every JIRA ticket and get them (badly) implemented. There's no rhyme or reason if it's needed or even wanted, and spending time to think about it is 'wasted'. So the numbers on the burn down chart go up, but actual productivity is stagnant or becomes negative as unnecessary bloat sneaks into your app or game.
I've refunded more games than I've kept on Steam over the past decade. While there's now a much wider pool of games, there's not necessarily a much deeper pool of games. Since trash sells and since marketing a game has been absurdly difficult recently, I can imagine that there's plenty of people who would have made a good game, but who instead (quite rationally) decided against it.
On the flip side, the firehose of trash has pushed me to mess around and make little demos, so who knows?
There are even mobile ads for other games which proudly boast "no ads" and then they still have ads. Nothing has meaning anymore.
People will assume that means that you can copy and distribute for free and profit without work. You already can.
The business model will have to shift to collecting money BEFORE making something rather than trying to collect it AFTER making. You want a new Christoper Nolan film on his new idea, invest in it. That investment is a risk. Once made the money is made people can copy and distribute however they like. In a cinema, on a DVD, on a streaming site etc.
You've pointed it out yourself, we have these old notions of economics that we apply to a new world where it simply doesn't make sense.
Also, people only invest in things if there is an expectation of profit. Your model for raising capital does not make sense.
Intellectual property rights rewards the first-comers, not the innovators. For example, you give a drug researcher a patent on their discovery, that discourages innovation on making that new drug cheap and readily available. The same can be said about AI models: the heavy investments by OpenAI and Anthropic to make these frontier models forces them to charge pretty expensive prices, but if we only had them, we would not have much innovation in making fast tiny models that are more cost and energy efficient. That drive comes from China because they are resource constrained and price-conscious.
I'm not seeing a downside here. They are all predatory.
Given that people are already accustomed to paying for the promise of future things existing in the form of crowdfunding, Patreon or most subscription services in general, I don't think it would as drastic of a difference as you imagine, as long as the infrastructure is there to facilitate effortless 'investing' into many small things.
If art is shaped by popular demand only, you will get nothing but the most comfortable, unchallenging, forgettable popculture fluff imaginable.
This doesn't mean our current system of patents and copyrights doesn't favor them either especially as they shred it to train their AI models but it's not a system you can fix by simply tearing it all down.
Just because you don't have monopoly on your stupid ideas, you don't get to hire Pinkerton's to beat others.
Indeed, so there is no limit on how much of supply can simply be ignored, so 100x every year doesn't need to push anything off the rails.
And in reality there is no 0 cost, the marginal cost isn't about pushing bits in the wires
Unfortunately this is completely opposed to the goals of the companies creating AI. An org like Google for example couldn't care less if people are viewing quality art and having their lives enriched by it, but they love it when people spend endless hours viewing slop on youtube.
If we as a society want more of the former it won't happen with the help of leading AI companies, it will only in direct conflict with them since the two goals are in direct opposition.
Herbert A. Simon
Simon is a fantastic author that everyone alive today would to well to read. He gets misrepresented by Karp in his manifesto:
"He envisioned that by the 1980s humans would be essentially relegated to kinetic tasks, confined for the most part to labor that required movement in the physical world."
Hm, doesn't sound like Simon. Let's see Karp's notes on that source:
"He envisioned that: See Simon, New Science of Management Decision, 38 (arguing that “men will retain their greatest comparative advantage in jobs that require flexible manipulation of those parts of the environment that are relatively rough—some forms of manual work, control of some kinds of machinery”)."
Ok. Seems to support Karp's interpretation. But let's follow Karp's recommendation than and see the source:
"I have done some armchair analysis of what this proposition means for predictions of the occupational profile twenty years hence. I do not have time to report this analysis in detail here, but I can summarize my conclusions briefly. Technologically, as I have argued earlier, machines will be capable, within twenty years, of doing any work that a man can do. Economically, men will retain their greatest comparative advantage in jobs that require flexible manipulation of those parts of the environment that are relatively rough—some forms of manual work, control of some kinds of machinery (e.g., operating earth-moving equipment), some kinds of non programmed problem solving, and some kinds of service activities where face-to-face human interaction is of the essence. Man will be somewhat less involved in performing the day-to-day work of the organization, and somewhat more involved in maintaining the system that performs the work."
A much more nuanced and qualified take. Published in 1977, I would say that in may ways work and organizations in developed economies largely evolved like he foresaw given how the service sector came to dominate the economy and so much human effort now goes into software development, configuration and supervision instead of pushing paper with their hands into and from drawers as it was done in the 1970s.
The typical TikTok user is not seeing a 10x or 100x increase in published tiktoks from the people they follow. The same goes for YouTube. Absolutely nothing of consequence has shifted, at all.
The typical Spotify user is not seeing a flood of quality music that they have to sift through. There is no actual curation problem. The AI garbage is overwhelmingly and easily being ignored by the masses. They're just shrugging and going back to listening to their favorite music, or back to listening to their favorite podcasts, and so on.
The premise of supply to infinity is nothing more than an empty (and now aged) talking point that has turned out to be false.
It'll be trivial to find the next Hendrix, easier than ever in fact. AI sucks at making interesting music (short'ish term problem), and it can't play an instrument live to save its life (substantial problem). Fans want to see Taylor Swift live more than they want to listen to her mp3s or discs by a radical margin. They want to watch Swift perform on YouTube videos, or at the Grammy's, they want to watch her in interviews. They're fans. AI can't stand on stage and do jack squat, it has zero charisma, zero stage presence. Nobody cares about AI.
Are we just reverting to the mean after years of zero interest rate policy? Would love for folks with experience working in tech in the 90s and 00s especially to chime in.
I assume a similar analysis exists somewhere for the big names in gaming that financial engineers have similarly destroyed other formerly-great companies; ZA/UM comes to mind as one example.
Blizzard
The others are all well-known acquisitions or acquirers, but I’m not seeing a clear link to my point. Certainly they’re stellar examples of ‘greed minmaxers’ but not so much of ‘profitable incompetence through financial engineer takeover’ like happened to, say, Toys R Us or Wizards of the Coast. Perhaps you could explain in more detail?
If you mean the games industry, it was always poorly run. I worked in games in the 90s and 00s it was a cottage industry of nerds, many of whom had success with an 8bit game in the 80s (where they did everything: a one person team), to then have to run large teams of devs/artists/designers/etc without any leadership experience and more complex hardware.
Happy days :D
I was just recently reading about the history of the Ultima series and you’re describing Richard Garriott. As games were pressured to be bigger and prettier and use 3D graphics, suddenly the lack of managerial experience (partly) caused the later games to spin out of control and they were forced to release a series of bad titles that brought the whole franchise down.
It’s busy really interesting how fast that industry changed, and the massive scale involved compared to just 10-15 years prior, depending on where you measure from.
This generalizes to the industry, not just Origin.
Corporate game dev uniquely seems to attract incompetent middle and upper management with extreme egos.
I guess because the people who scramble to the top of the pile in an industry with an endless incoming supply of naive new workers tend to be those who spend most of their time networking and sharpening their knives.
We don't have leaders, or people that can make hard decisions, or think for themselves. They all follow the same book of the day business trends. If you do think outside the box you aren't a team player and are rocking the boat.
I did tech consulting early in my career, so got to see a large number of companies as I was working for them. Some good, some bad.
There were a few reliable characteristics about the good ones though:
BYD will dominate, not GM.
One startup didn't go too far (folded after 3 years), one grew to ~20 people, lasted for maybe 20 years total, I left after 2 years during the dot com crash.
Both of the medium companies are bigger now (I'm still working for one), and have generally positive outlook. I mean, you can't consistently be #1 in your industry when there are 2 companies with combined > 50 or 60% market share and roughly equal - some quarters, your competitor's 2-3 year plan will finish and deliver better for that quarter than your previous (now "old") product that is in the middle of a 2-3 plan, etc..
So they are out there, but it's RARELY in the "high profile" (FAANG/whatever) "move fast, break things" companies that you hear about a lot or that everyone wants to work for.
A friend said <ride sharing company> was like Game of Thrones come to life in a corporate setting, for example. Yet, some people got rich off it, I'm sure.
The thing to realize about the SV executive class is that they have constructed a closed ecosystem around them where they only talk amongst themselves and a small number of supporting actors who say what the execs need to hear. A CEO will talk to other CEOs he will not talk to his skip reports. Alternative viewpoints or dissent are not part of this social circle, and despite their 'conterarian' self-image, there's an immense amount of social pressure to conform.
You can can see hints of this outside - for example this site used to see YC folks as regular commenters, but no more. Twitter was changed so that only views favoured by Musk show up prominently in replies. These people certainly do not encounter normal people in their day-to-day lives.
In this information environment you see extremely rapid horizontal spread of weird, stupid and esoteric ideas - one CEO does a layoff, all of them will do layoffs. One turns MAGA, they all turn MAGA, etc. One guy starts yapping about some snake oil, they all yap about snake oil. There no negative feedback loop there.
This doesn't happen anymore, it's actually relatively good at sorting bad comments to the bottom now. The current problem is it's full of wannabe LinkedIn influencers with "Building for AI agents in business in public" in their profile using LLMs to reply to everything.
It didn’t used to be this way - say circa 2006-2015 you had so much more diversity in the style and ideas of leadership. Eg early Dorsey, early zuck, all these other ceos at that time trying all kinds of wild and whacky ideas of how to run their companies. I’m not sure why this convergence happened, but now everyone’s singing from the same hymn sheet, it’s anti-innovation, and I hate it.
As for the layoffs, that one was to be expected, a correction after the insane hiring sprees during the ZIRP phase.
As for MAGA... well, Trump made it clear. Either you walk the line with him, or you get screwed.
My point is that its hard to ignore just how in-tune and well-coordinated all these people are, and I don't think it's a coincidence. If CEOs were responding to actual political, economic and company developments, you'd see far more diversity of opinion. Some you see their companies are growing and profitable and wouldn't jump on the layoff bandwagon. Others may ask "Don't we need rule of law? What happens when the other party gets in power?" and fight the administration in courts etc.
And it comes from the top: the CEOs are not caring anymore, so their lieutenants are not interested in doing any work either. So the companies get turned into fiefdoms without any central guiding direction.
What happens next (eventually...) is the bubble popping, which for AI will mostly look like established companies pulling back on AI hiring and especially cutting AI SaaS solutions unless they are clearly providing value and improving the bottom line.
What we think of as quality will come in the next phase, once the infrastructure woes get sorted out. Web 1.0 was pre-cloud and websites crashed all the time, no one could handle traffic spikes, etc. After a crash, stability becomes a market advantage, i.e. why Facebook won and Friendster died.
So, the game development industry really hasn’t changed that much. But the way we talk about things certainly has changed.
Generation X had a lot of bad things written about us, but we could write and we could think. We were also significantly tougher than the modern generation.
Things weren’t easy and running companies had always been hard. We didn’t think in terms of ‘employees just collapse’ because we were tough enough that that would have been silly. A few may collapse and that sucked for them, but for the most part we did our shit and lived our lives. We didn’t expect lives of leisure or for companies to speak to our personal missions. We had jobs and we had lives.
There were massive layoffs back in the day too. They sucked. But employees didn’t collapse, the world kept spinning and honestly, having been through those years it’s very very hard to relate to the young now. Younger generations do not have a monopoly on struggling or on shitty bosses, but you sure talk about them too much.
Companies will do what Wall Street wants (Wall Street likes layoffs), and at a certain level, they don't want unemployment to get too low, lest their workers gain too much leverage.
They've never been well-ran, but the laws of physics and economics put hard limits on the amount of stupid bullshit that they could produce.
Now that those limits have been largely removed, an exec at the head of a company in the post-AI age is a chimp with a machinegun.
Anything they ask for can and will be built.
There is an insatiable appetite for increasing profits. Eventually that means raising prices and/or cutting costs and the most significant cost is labor.
Game studios can only sruvive and keep excelling as long as they can maintain their culture and key talent and avoid getting finance people and accountants in charge. This is one reason why acquisitions usually mark the beginning of the end.
We're coming up on the much-ancitipcated release of GTA6. People might say that Rockstar has thus far avoided this rot but I kinda disagree. What made GTA magic for me was the social commentary and satire. I personally thought GTA5 lost its soul. Every previous GTA game I'd replay just to have fun, even if it's to do dumb stuff like causing mass pileups and explosions on the freeway in GTA:SA. I can honestly say that I never once played GTA5 again after finishing the main story and I also almost quit before I did. I have zero interest in the online crap but it's a huge cash cow for Rockstar.
So I imagine GTA6 is going to be visually stunning and I'm sure many will enjoy the new era of online gameply but I am fearful it will be even more soulless.
So, back to your point, I think the real problem is that the game devs need to own the studio. That's the only sustainable model. One could even call that the workers owning the means of production.
So I think decision-makers are seeing layoffs as win/win.
There has been a growing trend over the past couple of decades to outsource more and more game development to cheaper parts of the world, trending towards keeping only a small core team in the home country, supported by for-hire remote developers in Eastern Europe and Asia.
The other big advantage to work for hire is not needing to keep a large team of specialists employed throughout development, when they may not be required for all of that time. Keeping everyone fully utilised has always been one of the big challenges for game studios.
Ironically, AI may actually reduce the amount of outsourcing that a core team needs to do (though a lot of it is content and AI is still pretty bad at generating content).
It's honestly disgusting that governments don't protect their citizens from this. Companies do this because it saves them money. Tax the hell out of them for every outsourced worker and this will all go away.
I worked at a (very) well known media company in Hollywood during the Netflix disruption. This really doesn't sound all that different from a Hollywood exec mocking internet media in the early 2000s. People are trying to understand it and leverage it. Quality is bad. Then one day you wake up and it's taken over, because it kept improving. Setting aside the debate on AI use in the creative process, even if models never get better there are years of optimizations to be done on the tools/business side.
As a gamer, I'm actually excited for it. I want more diversity in games beyond what the current indie scene provides. If we can give smaller teams the horsepower to make what was considered AAA 5-10 years ago I will be quite happy as a consumer.
I am personally no longer interested in the same shitty nostalgia rehash of previously garbage marvelslop and the same 15-20 actors on my screen and that has started to change because I have way more choice.
Making things previously impossible possible? That's the business I joined.
Destroying people's livelihoods without care for the consequences while pursuing monopolies, capturing the value as rent seekers, and ultimately enshittifying entire industries?
Yeah, no, I know I didn't sign up for that, thanks.
And if you're thinking "wait that's not AI". Yes. That's precisely what these companies are trying to do.
It's a part of the culture. You can say that isn't what you signed up for, but I find it hard to believe that you don't know it's part of the culture you're participating in, which is the "we" here.
Because if this a case of "well you use a computer so you're part of the system, man" then I probably won't waste my time. Cynical fatalism usually involves moving goalposts IME.
Some of the most meaningful and engrossing gaming experiences of my life have come from 1-3 person teams, especially over the past few years. Meanwhile, the vast majority of AAA titles just feel like time-filling entertainment chow to me: fun-shaped but ultimately pointless. I would strongly argue that artistry and auterism is nearly impossible to preserve beyond a certain game size; the experience can't be focused by definition.
In any case, many of the most talented indie game devs are rejecting this technology outright.
The current use of AI for LLMs is a lot closer to the original intent that the "AI" in games ever was. It wasn't hijacked. It was retaken.
I haven't been able to use it for more than events since the tokens per second aren't high enough - I would like to use the models to e.g. generate actions for characters based on their history of interactions with other characters, but that ends up taking so much time that the player never gets any events.
I also did a demo of an LLM-powered NPC, I think the issue here is that you need more than just the LLM in e.g. a 3D RPG where you can actually go up and talk to the character. You can generate the text, but from there you also need to generate speech, from that you need to dynamically generate realistic facial and body animations that match up with it - this means you need 3 or 4 models chained together in a pipeline.
There is probably some limited utility for using ML in games, lifelike multiplayer bots trained on behaviour of different types of players.
I think in most scenarios good gameplay comes from iteration which comes from tweak-ability, you see players get stuck in area x so you do a minor or major adjustment to area layout, enemy composition, or give the players more tools. If something is controlled by an LLM it becomes unpredictable and hard to reason about for both player and designer, and consequently also hard to adjust.
I think it is possible there is some role for LLM's in games, like how Left 4 Dead had an AI (this is classic AI not ML) director who would decide how to structure enemy waves and for example send a boss after a player who strays too far from the rest. But even there rules based AI is probably easier to adjust for the designer.
Using machine learning to make enemies smarter has been thought about and talked about for decades, but I don't see it being used either for similar reasons. Training a ML algorithm takes resources which are in short supply and time which could take longer than for the player to finish the game (if you want smarter enemies play against real human players). There's also the fact that the game has to run on the minimum specification computer, which means different players will have differently skilled enemies and their experience of the game will suffer.
There have been some games in the past which used some form of machine learning as a core gameplay feature, but they have been pet breeding simulators.
The purpose of AI in games isn't making something thats impossible to beat, its making something that is ALWAYS possible to beat while remaining fun and engaging.
[1] https://store.steampowered.com/app/2240920/Vaudeville/ [2] https://art-from-the-machine.github.io/Mantella/
There have been a number of games that have tried AI conversations, but you're basically trying to sell a Chat GPT prompt, and many players are aware they don't have to pay you to get a similar result on their own.
> While videogames are as profitable as ever on paper
And the linked article is about revenue going up YoY, not profit. And then it says:
> It's remarkably dissonant with, say, the current 'Xbox reset' which has Microsoft cancelling games and looking to ax studios left and right
Xbox in their own earnings report said their revenues dropped by 7% YoY.
Yeah OK, I guess games journalist are as bad as they've ever been.
[0] https://www.microsoft.com/en-us/investor/earnings/FY-2026-Q1...
[1] https://www.microsoft.com/en-us/Investor/earnings/fy-2025-Q4...
edit: Tarn Adams is also an indie game developer, not a game journalist. Dwarf Fortress is highly influential in the indie game scene.
https://www.matthewball.co/all/presentation-the-state-of-vid...
[1] https://daringfireball.net/2026/05/what_is_a_dickover
Is AI the reason? I somehow doubt that AI caused the revenue to stall in 2021. In 2021 AI could not even draw hands, least write decent code. What we had around that period was a lot of M&A in the industry. Insane capital went into buying up game studios and even publishers like Zenimax and Activision. Embracer alone acquired ~200 studios in 2019-2022. If I wanted to know why the industry is fucked up now I'd be looking there, not at the AI.
Contrast this with "open" source where some Gen-Xers who are too tired to program need the AI wheelchair and simultaneously build power in their corporations for selling out everyone else.
I fell that also gamers are still able to articulate themselves rather than just spewing corporate talking points all day long.
this is happening across all industries
(Spoiler: more than you’re comfortable with, yes they will)
It seemed more like the understandable frustration of someone whose profession is being automated. Schumpeter creative destruction, but not shambles.
The result was not regulated gambling but extermination of cash out options (well, and sometimes very obvious illegal gambling houses).
Any why always call critics "frustrated" in order to depict them as weak and spiteful? Isn't the Dwarf Fortress guy independent anyway?
An eternal curse on the houses of anyone involved with these AIs.
People laughed at Blizzard when it came out with the mobile game Diablo Immortal, and I've never heard it listed among Blizzard's best games, but Diablo Immortal was one of, if not the, best earners the company ever made.
100% not. To equate fun to play to people buying the game is 100% not how you should say making more money is more people buying the game. Money is money. If the game is mediocre but it is fun enough, it can get more money than a game that is more fun but doesn't have as many opportunities to spend.
This is why things like dark patterns exist that try to get you to spend money through FOMO and other mechanisms like loot boxes.
You can argue that all of these things are people having "fun," but I wouldn't define that as fun to play.
Finally, none of these necessitate people buying the game, but rather spending money in the game. Usually, it's free games where people buy a secondary currency to spend on virtual items. Mobile apps, for example, are huge with this.
So the real answer to your question on multiple grounds is no.
Edit: Now, I will give you that people do have to make a choice, but that's like saying that gambling addiction is not real and it's a choice, or drug addiction is real and it's a choice. The reason for alcoholism and Alcoholics Anonymous is bogus because it's just a choice, but it would be dangerous to classify it as just a choice.
This is part of the reason why we see endless games as a service despite 90% of them failing. Teams have to do the bidding of the rich, but the rich don't know what's 'fun'.
If AIs get just a few times better than they are now, the CEO probably actually will be able to press a button that makes a good quality game. The problem for the CEO is that every other CEO will be able to do the same thing, so what will be the distinguishing factor?
The buying without a job part isn't necessarily a devastating problem for now. Blue collar workers and service industry workers aren't in immediate danger of being replaced by AI, so there is a cushion period in which there is still a large number of people who have jobs.
>Since the advent of modern capitalism (and likely a long while before that), those in charge have often misunderstood, underestimated, or dismissed the hard work that goes into labour they don't understand.
I'm no big capitalism fan, but this sentence is funny. The author just had to put in a dig against capitalism, mildly qualified with the "and likely a long while before that". What do you mean "likely"? Lol. It's absolutely obvious that this has been true for a long while before modern capitalism.
Its all tied together. The current system cannot function if unemployment goes double digits.
There will just be a lot more workers competing for those blue collar and service industry jobs in the future which will drive down their wages.
I wouldn't be so sure about this; robotics is advancing rapidly. I do think there'll be a substantial market for "human-made" products and services as luxuries, though, so at least some humans will retain these jobs.
No, the problem is, no one will need the CEO. They'll press the button on their own.
The day AI goes good enough to work in place of a principal engineer, and 10.000 people get fired, is the day when 10.000 new 1-person companies will appear that will make you whatever software you want at a fraction of the cost the big companies want to rent it to you.
Software is becoming a true commodity. Data, Hardware, specialised knowledge, good taste and engineering practices, and connectivity. Those might be key points that might keep people on a certain infrastructure, not just the software.
Back when everyone was a farmer, yeah sure everyone understood the job
We call the former “states” and the latter “gangs”. The difference is subtle.
Either way, I'd be much more willing to bet that if Toady had Opus/Sol/whatever we wouldn't have Dwarf Fortress, we'd just have Rimworld: perhaps a technically better game, but not !FUN! in the same way Dwarf Fortress is fun.
The premise that the only thing holding it back is not using an AI seems far fetched. How much game code have you looked at? If it shipped, chances are it's a goddamn mess. People made memes about Undertale's thousand-line switch statement. But it isn't the code quality that makes a game (unless it breaks, if it works literally no one cares) but the design and intent behind it. Using an AI wouldn't result in anything as unique or as innovative as Dwarf Fortress. It would just get something forgettable and mediocre to market faster.
> Had Adams been able to use Opus or Sol when he started with DF, that game would be a broad cultural milestone today, and not just a nerd affectation.
Well, that is an assumption. You have to demonstrate this claim. Right now I do not believe that claim.
"in shambles because of AI" no. It's the same as it always was.