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(AI)Moral Hazard

There are a lot of strong feelings out there regarding the use of AI to generate artwork or other assets for videogames. Regardless of where you fall on the “training” aspect of AI, it seems clear that a game developer opting for AI art is taking away an employment possibility for a human artists.

One possibility I had not previously imagined though, is when a paid human artist themselves (allegedly) uses AI to generate the art:

Released as part of [Project Zomboid] build 42, these new images for the survival game seemingly contain some visual anomalies that may be attributable to AI generation tools. In the picture of the person using the radio, for example, the handle of the radio is misaligned with its main casing, the wire on the headphones seems to merge into the character’s hair, and there is an odd number of lines on the stand-up microphone – on one side of the microphone there are five indentations, but on the other side, which ought to be symmetrical, there are six.

It is worth noting that this is all forum speculation – AI has not been proven, although it certainly seems suspicious. Moreover, the “AAA concept artist” commissioned is not some rando, but the very one that did the still-used cover art of Project Zomboid from back in 2011. So this particular controversy is literally the worst of all possible worlds: game developer did the right thing by hiring a professional artist with proven track record for thousands of dollars, and received either AI-assisted artwork (bad), or non-AI artwork with human error that is now assumed to be because of AI (worse).

All of which is a complete distraction to another otherwise commendable game update (worst).

“Either way, they are gone for now – likely forever, as frankly after two years of hard work from our entire team in getting build 42 done, it would break my heart if discussion as to whether we’d used AI on a few loading screens that were produced externally to the company pretty recently was to completely overshadow all that effort and passion and hard work the team put into getting B42 out there.”

Truly, it is an unenviable time to be an artist. AI technology is only going to improve, and as it does, you will be increasingly competing against both “Prompt Engineers” and anonymous internet sleuths hunting for clues to “expose” you for Reddit karma. Eventually, AI-generated content will be so prevalent that none of it will matter; I could imagine ads that are dynamically drawn in, say, anime-style because it noticed you had CrunchyRoll open in another tab, or with the realistic likeness of a TV star from your most-watched Netflix show.

Right now, utilizing AI as a business is a sign of being cheap and invites controversy. Perhaps it remains so, presuming the ad-based hellscape imagined above. But at a certain point, AI will probably figure out symmetry and how many Rs are in strawberry and we will likely be none the wiser.

Or we will just assume everything is AI-generated and it won’t matter. Same difference.

Impression: Project Zomboid

Project Zomboid (PZ) is an Early Access, isometric post-zombie apocalypse survival game set in Kentucky. While the pared down graphics and isometric camera might give one pause, I was fairly excited to give the game a try. What I discovered is possibly one of the more “realistic” survival games out there… and that realism is way overrated. And less fun to play.

ProjectZomboid64_Tutorial

Fairly accurate tutorial.

Honestly, I was actually surprised how much I disliked PZ almost immediately. After character creation, you take control inside the one for-sure non-zombie house – your own. From here, you go through houses and find… normal stuff. Fully stocked refrigerators and freezers. Ovens to cook raw meat. Working lights. Faucets that deliver fresh water directly to your mouth. While your character starts with no skills, you are fully capable of surviving quite a while just fine doing nothing.

That does not last for long, of course. Within a month or so, both the electricity and water will shut off permanently. So the game’s central conceit reveals itself: how long can you survive?

In the abstract, this is not dissimilar to, say, Oxygen Not Included, wherein there is no win condition per se. Nevertheless, I was surprised to find myself immediately repulsed by PZ, conceptually. When you wake up naked on a beach in ARK, there is a very obvious, grokkable progression path towards survival. All of that is turned on its head with PZ. I found myself ransacking houses for supplies, and then asking myself why.

ProjectZomboid64_Sticks

Have to unlearn decades of survival games, e.g. can’t pick up sticks.

The answer is supposed to be “to prepare for self-sufficiency and safety after the lights and water turn off,” but that feels like such a weird, abstract endgame. It’s definitely unique in this particular genre, don’t get me wrong, but I feel like it’s probably unique for a reason, e.g. it feels bad. You aren’t building up to self-sufficiency, you’re building down. It is also harder to feel any particular sense of urgency without metagaming the entire experience.

I dunno. There is technically a starting game mode which takes place 6 months after the start of the zombie apocalypse, which features the water and lights already off, and most things already looted. In other words, a more typical survival game experience. But after spending a few hours with the base game, I don’t know that I feel it.

This is definitely going to be one of those Early Access titles that needs more time in the oven.