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Podcast #256: Algorithmic AI Content Generation and RPGs
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<blockquote data-quote="BrassDragon" data-source="post: 9063868" data-attributes="member: 7791"><p>Although it probably won't catch on, I like the way you're framing the technology as a content generation tool, rather than a humanlike intelligence.</p><p></p><p>To consider the impact on our hobby, we really don't need all the philosophical baggage that is taking us into unproductive debates (like, for example, the Thai library thought experiment - facinating to be sure, but wholly irrelevent to the actual problems and opportunities in front of us.)</p><p></p><p>Fact is, having readily available technology that can turn sparks of an idea, incomplete thoughts and quick brainstom sessions into actual, viable and enjoyable content (like, say, a whole new game setting, a heartbreaker system tailored to your table, 3D-printed miniatures that perfectly encapsulate your characters, endless additional content for the games you're already playing etc.) is AMAZING.</p><p></p><p>Everybody is getting worked up about the output, and whether the quality is acceptable, 'soulful' or properly sourced / accredited... but the real revolution is happening on the input side - I don't think people realize how powerful it is to just tell a machine to produce something, in your own words and language. It's going to turn dabblers into creatives and really talented people into content-producing gods.</p><p></p><p>Yes, right now, the output leaves a lot of be desired. But that's going to change so rapidly. Our current worries are going to seem quaint in a year or two. For all the boycotting and deplatforming of 'AI'-content, I'm absolutely convinced that we'll still have extremely talented and unique game designers in the future... and nearly all of them will be using generative technology in one way or the other, from playtesting to layout to probability table design etc.</p></blockquote><p></p>
[QUOTE="BrassDragon, post: 9063868, member: 7791"] Although it probably won't catch on, I like the way you're framing the technology as a content generation tool, rather than a humanlike intelligence. To consider the impact on our hobby, we really don't need all the philosophical baggage that is taking us into unproductive debates (like, for example, the Thai library thought experiment - facinating to be sure, but wholly irrelevent to the actual problems and opportunities in front of us.) Fact is, having readily available technology that can turn sparks of an idea, incomplete thoughts and quick brainstom sessions into actual, viable and enjoyable content (like, say, a whole new game setting, a heartbreaker system tailored to your table, 3D-printed miniatures that perfectly encapsulate your characters, endless additional content for the games you're already playing etc.) is AMAZING. Everybody is getting worked up about the output, and whether the quality is acceptable, 'soulful' or properly sourced / accredited... but the real revolution is happening on the input side - I don't think people realize how powerful it is to just tell a machine to produce something, in your own words and language. It's going to turn dabblers into creatives and really talented people into content-producing gods. Yes, right now, the output leaves a lot of be desired. But that's going to change so rapidly. Our current worries are going to seem quaint in a year or two. For all the boycotting and deplatforming of 'AI'-content, I'm absolutely convinced that we'll still have extremely talented and unique game designers in the future... and nearly all of them will be using generative technology in one way or the other, from playtesting to layout to probability table design etc. [/QUOTE]
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