Fluttermind

Fluttermind

@fluttermind.bsky.social

http://discord.gg/tYfHgXc Co-creator: Fable 1 & 2, Dungeon Keeper & Druid. Creator: Incoboto, Spellrazor & Moonring Music: http://madrayken.bandcamp.com Writer on Hellboy: Web of Wyrd, West of Dead, The Horns, OG Fable 1 & 2

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I like Dagon, the Stuart Gordon movie. It’s not perfect, and it is occasionally unnecessarily cruel. But overall, it’s one of the very few half-decent *directly* Lovecraftian movies.

So, AI skeptics: do you really believe that it’ll all vanish in a couple of years leaving nary a ripple? You do know there’s space between ‘nothing’ and ‘accurate, generalized AI’, right? I don’t think you have to be a ‘credulous noob’ to think things will change, permanently.

Will everyone be wandering around talking to their really lifelike AI butler? Probably not (for various reasons). Will your doctor be using an AI system to help diagnose you? Almost certainly. Will the world be filled with shit AI art and novels? Yup!

I don’t understand why so many folks are saying ‘Lol, AI is the new NFTs!’ when I’m aware of so many industries incorporating it into workflows *now*. Once it’s there they aren’t going to say ‘ha, only kidding!’

It’s so funny. I fell in love with videogames at a time when they were intentionally predatory amusements: arcades were, ironically,the equivalent of F2P. Nickel and diming, addiction-reliant, 100% focused on the coins-per-hour. Buuuuuut…

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Not all indies are perfect. There are clones galore. There are those chasing the previous zeitgeist. There are those who are in it purely for the imaginary money (people have to eat, you know). But if you look past all that, there are people making decisions based on passion for the medium.

It’s so funny. I fell in love with videogames at a time when they were intentionally predatory amusements: arcades were, ironically,the equivalent of F2P. Nickel and diming, addiction-reliant, 100% focused on the coins-per-hour. Buuuuuut…

…most of the folks *making* them wanted to be experimental, artistic, weird, original, novel, and - most of all - entertaining. At some point the people *making* them and those *deciding* what got made diverged. And that’s where the rot set in.

…and now? Indies are literally the only place you can find the original spirit of videogames. The rest is a husk. With a single touch its dessicated shell collapses and becomes a thin, caustic dust.

I really am finding it hard to maintain focus on movies made after 1970 these days. Movies after 2000? Forget it! Is this a ‘cherry-picking’ issue, I wonder, or is there something about modern cinematography and editing that my brain just ‘nopes’ out of?

As someone who has done a lot of game writing, I have ‘opinions’ about AI. We’re trying to solve the wrong problem. Nobody complains that NPCs have too little dialogue. They do complain that they *hear* the same inflection of ‘Hello Hero!’ A gazillion times. And thats not a *writing* problem.

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At the moment, NPCs can’t use a player’s *chosen* name, or comment on anything the player feels is important without significant cost in recordings. In addition, getting ‘angry’ or ‘whispered’ versions of things starts to double or triple the recording costs. Again: not writing.

I’d love to be able to trust AI to create more personalized, spoken variations of lines that are *currently* repetitive or restricted to janky vagueries, not ‘make my game more interesting’ and add another uncanny valley in the process. - END

As someone who has done a lot of game writing, I have ‘opinions’ about AI. We’re trying to solve the wrong problem. Nobody complains that NPCs have too little dialogue. They do complain that they *hear* the same inflection of ‘Hello Hero!’ A gazillion times. And thats not a *writing* problem.

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The more variants of ‘don’t go there!’ you force, the more you risk ending up with super detailed lines you’ll *really* notice repeating (and tell the player ‘prod here more’, or end up writing weird stuff nobody would ever say *just for variation*.

My interest in AI lies in allowing NPCs to say variants of existing barks, or - more importantly - to say them with different inflection and the ability to comment on things the player had changed without ballooning the recording costs.

As someone who has done a lot of game writing, I have ‘opinions’ about AI. We’re trying to solve the wrong problem. Nobody complains that NPCs have too little dialogue. They do complain that they *hear* the same inflection of ‘Hello Hero!’ A gazillion times. And thats not a *writing* problem.

When you write NPC flavour text you probably get one slot for each bark in a spreadsheet. If you’ve got the budget and foresight you *might* get 10 or so variants of *that identical dialogue*. Often, devs assume that they need more *written* differentiation, but that’s false.

I really don’t understand the appeal of cannibinoids. Perhaps it’s my body chemistry or some other element, but as a sleep aid they may make my muscles relax, but my general experience is one of jittery, vibrating tension. Yuck.

Don’t say the usual ‘learn anatomy for 5 years!’ That’s not what I asked. You have a week to get me to produce weird, punky, probably offputting ‘art’. Collage? Black + white hilights? Come on: throw me your messiest, low-fi ‘art’ techniques!

I think that growing up with the original D&D has shaped a lot of my thinking around games and what I want from them. I want: novel imagery, atmosphere, fear of consequence, interesting ways to use/abuse items and rules. I don’t want: social situations, conversations, interpersonal dynamics.

I think that growing up with the original D&D has shaped a lot of my thinking around games and what I want from them. I want: novel imagery, atmosphere, fear of consequence, interesting ways to use/abuse items and rules. I don’t want: social situations, conversations, interpersonal dynamics.

You know what I *hate*? You know, that thing? The one that *really* grinds my proverbial gears? The thing that prods me into near-speechless frenzy of rage and fury? Yeah? Don’t do that. Thanksbye.

After spending the last month getting Moonring to work perfectly on Joystick, I’m rather horrified to find I have to set the correct controller template settings to even get it to work! Is there some way to force Steamdeck builds to use the basic joystick config?

Today’s wanky thought-bomb: I envy the malleability of other arts: works of the novelist, the director, the music producer. I envy the ease with which their forms can be deconstructed, challenged, ripped and pasted to create ‘art of worth’. We, as game devs, are burdened with being ‘fun’.

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There was a point when reading Kafka where someone said ‘He taught me that writing doesn’t have to BE like this (the usual form)’. I’m kind of hoping we discover our own Kafka, because this endless churn of novelty nothings of varying shine is getting very dull.

Today’s wanky thought-bomb: I envy the malleability of other arts: works of the novelist, the director, the music producer. I envy the ease with which their forms can be deconstructed, challenged, ripped and pasted to create ‘art of worth’. We, as game devs, are burdened with being ‘fun’.

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Where’s our deconstruction? No, not ‘parody’. Parody is easy. Games - like the MCU - have largely become their own parodies, all knowing winks and sly nudges to the ribs. No, I want *gameplay* stripped and recombined into things we didn’t know could exist… or perhaps even be tolerated.

Today’s wanky thought-bomb: I envy the malleability of other arts: works of the novelist, the director, the music producer. I envy the ease with which their forms can be deconstructed, challenged, ripped and pasted to create ‘art of worth’. We, as game devs, are burdened with being ‘fun’.

I know there are games which are not fun. They’re largely irrelevant though, as player agency offers infinite opportunities to mistake meaning and intent and see the ‘unfun’ element as a mistake. And ‘not being fun’ isn’t a goal in itself.

No, what I would love to find is the method by which we follow the footsteps of Eno and Reich, and do something like ‘remove 99% of the expectations of games and find the remainder worthy of our time.’