I know we've spent the better part of the last century debating what "art" is, but I think we have fairly conclusive evidence that it isn't this.
No intention behind it, no human connection, none of the things we seek to find in art (including video games).
Everyone needs to read the famous essay 'The Work of Art in the Age of Mechanical Reproduction' by Walter Benjamin (1892-1940). He wrote about the Industrial Revolution, but his points become ever more salient in the age of AI.
His central thesis is the concept of "aura": the difference between a carefully crafted work of art and a mechanically mass-produced, but otherwise identical, object. When you describe something as "hollow", that's what's missing.
Generate the synths, the DAW, the bass-line, the vocals, but never the whole thing. You can (and should) still compose by hand. The act of composing should be fun enough that you want to do it manually, otherwise you're not really the one making the song.
Also, a minimal amount of music theory knowledge helps significantly.
I don't use generative UI either but I don't question why someone would be interested in it. The world is bigger than you think.
Also, making a DAW using agents is just fun.
Or pick up an instrument and try your hand at it.
Huge numbers of people are going to spend billions of hours playing GTA6 though, and that won’t be scarce once it finally arrives.
This is just a lack of ambition. LLMs allow one to make far more sophisticated games than ever before, even as a single developer, and if doing so development still takes many months even if running an agent 24/7.
Playing online games in servers across the late 90s and into the 2000s, it was easy enough to pick up connections with regular players. Forums existed for organising events, sharing screenshots of things we didn't expect, and for making mods together. Custom maps and all sorts of things were produced through the decisions made with blood, sweat, and tears.
imo - using LLMs for anything creative - coding, prose, documentation is anti-community building, and anti-creative.
I can relate to this, today when I play games I do still try to get them 100% complete but new generations do not seem to appreciate that. I see that they complete the game with minimal hours and move on to the next one.
I finally, about 10 years ago, made the conscientious decision that I didn't need to finish a game if I wasn't enjoying it, when before I'd always just pushed through no matter what. Mainly that there's more good games being made than I'll ever have the time to play, whereas when I was younger it was more the opposite.
I probably spent 18 months almost exclusively on Quake2, with the multiplayer mod scene.
This is why we have to go to Mars.
That's subjective.
What makes or breaks just about any indie game is a brilliant core loop, or on the other end of the spectrum a novel "feeling" / aesthetic. Latter especially visible in the horror genre. Then after the original, there's the tail of variants that can do pretty well for the next 6 months of so, and it's exhausted, which is the part AI affects the most as of now.
There's countless examples of indie games crafted with care over multiple years, with great looking (but sort of bland) graphics, that have not done well.
Further, even before AI, a lot of people whose games didn't make it, did not at all have a grasp on what counts as a finished and well crafted game. Same applies to music. It's clearer in sports where (for example) the insanity of a marathon ran in 2:00-2:10 is easy for all to see.
It'd be like watching generated movies or listening to generated podcasts, even if they are emotive or informative, it has a follow feeling to it.
Also, even the most talented game designers enjoy playing games created by others, in no small amount because they make different (and therefore more interesting) choices.
I just mention this because I think what describing something basically 100% of people experience, and it completely ruins gaming for many - or they think it's because they're an adult or whatever. When we were young and had limited access to games, everything was amazing. Then you have a Steam library with 800 hand-picked games, many of which you've never even launched, and you're like 'mehhhh, nothing to play.' It's just FOMO.
Of course this means you'll literally never get through your library for most of us, but what can you do? If our younger selves could only imagine us trying to deal with such brutal problems.
Even if it's exactly the same, for a kid week of fun feels like life formative experience because it is. For adult a week of fun passes almost instantly because time itself is perceived differently. And you are back to baseline which might feel depressive if your baseline is not great.
My gosh this mindset and thought is profoundly toxic.
Humans really hate the idea that their fellow man might be able to get some dignity.
It's not enough that we have enough to live well. We must know that others are suffering!
If the good can't make money, you'll be left with the mediocre. That seems to be where we are heading.
And yet today, when we have more "great" books than can be read in 10 lifetimes, people still obsess over their favorites and re-read them 10s of times.
Scarcity forces us to search for depth (even where none may exist; case-in-point - people analyzing how hot the Dothraki drink their soup in Game of Thrones) whereas abundance alows us to choose depth
Hiroshi Yamauchi knew this when the Famicom / nes launched. There's a quote from him somewhere about it. Anyway that's why third party publishers were limited to a few games a year.
I need to find a way to lock down my steam deck to only one game a month.
In addition to avoiding the problems you describe, it's quite cost effective, whether or not I buy games on sale.
Ironically I learned this messing with game memory in the 90's. As soon as I could give my character whatever power-up or combination of power-ups I wanted, the game was only fun for 10 more minutes.
So, I save that kind of thing for _after_ the 100% mark (or even 90% for some). When I'm done going as far as I plan to go, then I open up the hacks and mods and see what craziness awaits.
The other night I carelessly made an infinite runner game while watching TV and the feeling of sheer abundance quickly faded into a bit of depression. Without scarcity, nothing is really valuable.