Find your audiences and cater to them, haters will always be around and will always hate as loudly as they can.
Who are they to judge the creation process of another person's desires without being involved in any sort of way other than being another human with an opinion on the process used?
The way we were vs who we are now. Be passionate! Offer fun games, entertain your audiences!
Use AI for the things that aren't art, but craft. And accept that no one will pay for the craft, so the more things you resign to be craft-not-art, the less reason there will be for anyone to play, let alone buy, your game.
Our society is moving towards a more one-dimensional conception of enjoyment, or in other words, "base fun". Not to say that simple fun is bad, but I think it would be a shame if life enjoyment were reduced to straightforward fun and nothing else.
Heavy use of AI, of course. I’d never have gotten anywhere on my own; I’ve got my hands full just playtesting everything.
* not selling it
* not expecting to get the attention for it that someone would get from e.g. porting Sonic to the Amiga.
That makes all the difference in the world.
So ...ok... there's a few fable 5.2 demos out there that do crazy things with even that.
But yeah... possibly we're more in agreement than not.
If you write hello world in python or slap some paint on a canvas or blow into a concert flute with no practice; it's painfully obvious that you're not done yet. You have a long way ahead of you to make something that looks or sounds like something.
In the case of LLMs and image generators, you often do immediately get something that looks like something. It you're a "most people" you'd be forgiven for thinking that you're done, and that that's all it can do.
But that's not true at all. If you're a "some people", you might just realize that You're not done yet . Not by a long shot. That's just a starting point. Bring in more tools. Work in layers. Write 10000 prompts on a single model and throw the results away, just to get a feel for the latent space. Do it again for 20 more models. Have an LLM do research into algorithms on the half that's less important to you. Have one dig up textbooks and papers on the half that's more important to you. Read them. Ask "Has anyone had this idea before?". Look up those artists and writers. Read their works. Be inspired. Now you might finally have a spec for your model that isn't just tropes. Get to work. Write your first 100000 words and put them aside. Now you might have enough skill to design a plot that holds together. Etc. etc.
And a 100 important things more that either I don't know or hasn't even been invented yet.
Work the problem step by step. ;-)
A new thing is: you can apply your artistic vision without needing a gigantic team to help you. That's very neat!
Of course I wonder, what if a large team did get together? How would they work? What could they build?