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“Normal People Don’t Care”
There is a minor, ongoing media kerfuffle with the internet-darling Larian Studios (makers of Baldur’s Gate 3, Original Sin 2, etc). It started with this Bloomberg article, wherein Jason Schreier writes:
Under Vincke, Larian has been pushing hard on generative AI, although the CEO says the technology hasn’t led to big gains in efficiency. He says there won’t be any AI-generated content in Divinity — “everything is human actors; we’re writing everything ourselves” — but the creators often use AI tools to explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text.
The use of generative AI has led to some pushback at Larian, “but I think at this point everyone at the company is more or less OK with the way we’re using it,” Vincke said.
There are possible charitable and a not-so-chartable takes on those words, and suffice it to say, many people chose the latter. Vincke responded with a “Holy fuck guys [chill out]” Twitter response, with clarifications and emphasis that they only use AI for reference material and other boring things, and not with actual content. Jason Schreier also chimed in with an original transcript of the interview, as a response to others suggesting that what Schreier wrote was itself misleading.
As a side note, this portion of the transcript was extra interesting to me:
JS: It doesn’t seem like it’s causing more efficiency, so why use it?
SV: This is a tech driven industry, so you try stuff. You can’t afford not to try things because if somebody finds the golden egg and you’re not using it, you’re dead in this industry.
I suppose I should take Vincke’s word on the matter, considering how he released a critically-acclaimed game that sold 20 million copies, and I have… not. But, dead? Larian Studios has over 500 employees at this point, so things are likely different at these larger scales. I’m just saying the folks that made, you know, Silksong or Megabonk are probably going to be fine without pushing AI into their processes.
Anyway, all of that is actually a preamble to what sent me to this keyboard in the first place. In the Reddit comments of the second Schreier piece, this exchange took place:
TheBlightDoc: How could he NOT realize how controversial the genAI comments would be? Has he been living under a rock? Or does he himself believe AI is not a big deal? :laughing:
SexyJazzCat: The strong anti AI sentiment is a very chronically online thing. Normal people don’t actually care.
do not engage… do not engage… do not engage…
Guys, it’s hard out here in 2025. And I’m kinda all done. Tapped out. Because SexyJazzCat is correct.
Normal people don’t actually care. We know this because “normal” people voted the current administration back into office. Normal people don’t understand that measles can reset your immune system, erasing all your hard-fought natural immunities. Normal people don’t understand that every AI data center that springs up in your area is subsidized by increases to your own electric bill. Normal people don’t understand that tariffs are taxes that they end up paying for. Normal people don’t understand that even if they didn’t use ACA subsidies, their health insurance is going to wildly increase anyway because hospitals won’t be reimbursed for emergency care from newly uninsured people. Nevermind the, you know, general human misery this creates.
Normal people don’t actually care about AI. But they should. Or perhaps should have, past tense, because we’re far past the end of a very slippery slope and fully airborne. Normal people are just going to be confused as to why computers, phones, and/or videogame consoles are wildly more expensive in 2026 (e.g. RAM crisis). Or if AI successfully demonstrates real efficiency gains, surprised when they are out of a job. Or if AI crashes and burns, why they also still lost their job and their 401k cratered (e.g. 40% of S&P 500 value is in AI companies).
The only thing that I still wish for these days, is this: people have the kind of day they voted for.
Game Development is Expensive for Dumb Reasons
Apr 2
Posted by Azuriel
The average AAA game costs $300 million or more to develop. And as Jason Schreier points out, all that money is for… salaries.
Schreier also has a potentially paywalled article that goes into a bit more in-depth, but the short version is that an employee in LA can cost $15,000-$20,000 per month, when considering the full compensation package (salary + benefits). Average that out and a 100-person team budget is $21 million per year. Double that for a 200-person team, etc. That’s your starting point. Now factor in that the game is going to take 5-6 years to develop, and there you go.
But the question we should be asking is: why does it take 5-6 years to develop a game?
The answer may surprise you!
…or not, if you’ve ever worked on a group and/or work project before. It’s scope creep, mismanagement, executive meddling, and a whole lot of hurrying up and waiting. And not anything about fancy graphics.
The very latest example is Edios Montreal cancelling Wildlands, a game that made it all the way into the final debugging phase before being axed this week. Reportedly, it had been “struggling for years, with 4 different game engines used throughout development, narrative direction conflicts, and a budget that had exploded to several hundred million.” The boondoggle also caused a new Deus Ex game to be cancelled, which makes it extra tragic and dumb to me. Nobody asked for this.
The corollary are games in which devs just sort of muck around or go down blind alleys for 4+ years, and then suddenly a completely different finished product emerges 18 (crunched) months later. My favorite example of this is Mass Effect: Andromeda. Instead of following the winning formula of the epic sci-fi trilogy that created it, the devs thought it fruitful to… have the protagonist explore hundreds procedurally-generated worlds.
Nearly all of the shortcomings of Andromeda originated from this outrageous scope, along with being forced to use the Frostbite engine. Plus, all the staffing changes, directors leaving, downtime from having devs in three different timezones working together, etc, etc etc. So maybe a lot of things.
Another example? The as-yet unreleased Subnautica 2. Sure, the obvious issue was Krafton’s CEO trying to personally sabotage a payout to the founders. But a hitherto unreported element to the overall story is how the team was floundering. This part was deep within the court records (PDF):
Now, I’m not going to sit and claim that game development is easy in a Rest of the Owl type of way. Any commercially creative endeavor involves a lot of throwing spaghetti at the wall and seeing what sticks. But what I think we as consumers need to start scrutinizing more is the volume of spaghetti, and why the throwers keep getting spun around a bunch of times before the toss. Or why people who can’t boil water and hate pasta anyway are making spaghetti in the first place.
The bottom line is that there’s not a good reason for games to cost $300+ million, nor is there a compelling reason consumers should subsidize these costs with higher MSRPs or microtransactions. Clair Obscur: Expedition 33, won 436 industry awards, including Game of the Year, on a reported budget of less than $10 million. It apparently still took 5 years to develop, so clearly the Sandfall devs weren’t making LA money. Nevertheless, try and argue with the results.
Or maybe we just… let nature take its course as the industry winnows itself.
Posted in Commentary, Philosophy
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Tags: Armchair Game Development, Clair Obscur: Expedition 33, Costs, Jason Schreier, Layoffs