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The AI Red Scare is only harming artists and needs to stop.
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<blockquote data-quote="Art Waring" data-source="post: 9375428" data-attributes="member: 7037141"><p>This /\</p><p></p><p>I liked this post because it cuts right through all the BS.</p><p></p><p>On the subject of detectors, I also concur about ai detectors getting it wrong all the time, as I have tested hundreds of samples of my own art, some going back twenty years, and some come up as 50% ai generated (or more) when they are literally drawn by hand<em> twenty years ago with a sharpie</em>. </p><p></p><p>One possible solution is to require that ai generated content be labelled accordingly, wherever it is posted, to avoid any confusion. Even on a forum, I think it would help people make more informed decisions if they were aware if a project or a ttrpg contains gen-ai content. </p><p></p><p>The challenge of course is transparency, as there are currently a lot of folks who are using ai generated content without stating so right up front. Just like DrivethruRPG & other platforms where you sell your game require that you disclose what ai tools you are using, I think that you should declare you are using the tools anywhere you are posting about your project.</p><p></p><p>At least this would allow those of us who don't want to interact with gen-ai content to be able to find projects that are closer to what we are looking for, while also cutting out the drama by just stating it right out in front ("we used ai" is a much better look than "we are sorry we lied about using ai").</p><p></p><p>--> One final thought: Everything has a price...</p><p></p><p>My science teacher once told me in school "either you pay now, or you pay later."</p><p></p><p>Generative AI might be "free" (though in reality they will eventually shift to subscription models, so no it won't be free forever), as in you type some words and you get an output, but what you might be missing in that equation is the cost in <em>social goodwill</em>. </p><p></p><p>While it might have been free to produce the output, and then put it in your game, the price you actually paid was the potential goodwill of your customers, many of which are artists, writers, and creatives that work in the ttrpg industry. Yes, a lot of creators support each other, and a lot of artists & writers buy each others books because that's how that same 20$ bill has been passed around for decades (that's an inside joke for creatives).</p><p></p><p>By not understanding that part of your audience, you are only doing harm to your own project. Creatives and artists respect the work you put into a project regardless of how fancy the art is. We don't care how much money you put into it or how much it made on kickstarter, we care about using what skills we have honed over the years to produce something within our skillset. Plenty of amazing games use modified stock/public domain art, and have persisted for years on the goodwill of their customers, because they recognize the hard work that was put into the project.</p><p></p><p>Look at the original Mothership rulebook, the art is kind of terrible, but it has a very distinct look, and despite the art not being top notch, they have dozens of successful kickstarters, and they are now able to hire some really great artists with they money they raise. They started really really small, made their own art to start, and now they can afford to hire professional artists when they want to.</p></blockquote><p></p>
[QUOTE="Art Waring, post: 9375428, member: 7037141"] This /\ I liked this post because it cuts right through all the BS. On the subject of detectors, I also concur about ai detectors getting it wrong all the time, as I have tested hundreds of samples of my own art, some going back twenty years, and some come up as 50% ai generated (or more) when they are literally drawn by hand[I] twenty years ago with a sharpie[/I]. One possible solution is to require that ai generated content be labelled accordingly, wherever it is posted, to avoid any confusion. Even on a forum, I think it would help people make more informed decisions if they were aware if a project or a ttrpg contains gen-ai content. The challenge of course is transparency, as there are currently a lot of folks who are using ai generated content without stating so right up front. Just like DrivethruRPG & other platforms where you sell your game require that you disclose what ai tools you are using, I think that you should declare you are using the tools anywhere you are posting about your project. At least this would allow those of us who don't want to interact with gen-ai content to be able to find projects that are closer to what we are looking for, while also cutting out the drama by just stating it right out in front ("we used ai" is a much better look than "we are sorry we lied about using ai"). --> One final thought: Everything has a price... My science teacher once told me in school "either you pay now, or you pay later." Generative AI might be "free" (though in reality they will eventually shift to subscription models, so no it won't be free forever), as in you type some words and you get an output, but what you might be missing in that equation is the cost in [I]social goodwill[/I]. While it might have been free to produce the output, and then put it in your game, the price you actually paid was the potential goodwill of your customers, many of which are artists, writers, and creatives that work in the ttrpg industry. Yes, a lot of creators support each other, and a lot of artists & writers buy each others books because that's how that same 20$ bill has been passed around for decades (that's an inside joke for creatives). By not understanding that part of your audience, you are only doing harm to your own project. Creatives and artists respect the work you put into a project regardless of how fancy the art is. We don't care how much money you put into it or how much it made on kickstarter, we care about using what skills we have honed over the years to produce something within our skillset. Plenty of amazing games use modified stock/public domain art, and have persisted for years on the goodwill of their customers, because they recognize the hard work that was put into the project. Look at the original Mothership rulebook, the art is kind of terrible, but it has a very distinct look, and despite the art not being top notch, they have dozens of successful kickstarters, and they are now able to hire some really great artists with they money they raise. They started really really small, made their own art to start, and now they can afford to hire professional artists when they want to. [/QUOTE]
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