Is procedural generation "AI" ("slop")
@idontlikenames
1. There's good procgen and sloppy one
2. Procgen isn't AI and the fundamental issue with AI slop is different than sloppy procgen
1. Sloppy procgen claims it can make dev work easier by generating endlessly replayable content and make your level design job easier.
In the end it ends up taking more work to get anywhere near as good as handcrafted entertainment and still need a lot of handcrafted set pieces (Minecraft, DRG).
Or cheap and serviceable but painfully obvious that it is made in repeating chunks and becomes quickly repetitive anyway and a fully handcrafted game would've been on par if not better imho (Rogue legacy, 20XX).
Visual procgen afaik is a mix of photo editing, coding shader math magic, filters creation and curation and feedback loops(?)
Calling procgen visual artist adjacent to techbro AI shills is disingenuous or ignorant
2. The one thing proc gen and AI have in common is a chunk of the remaining work is human curation.
Good procgen will still have creator soul and vision, handcrafted nooks that repeat. Insight into what the Creator wanted to do and where most of their effort went. What gets made is controlled by and aligned to an individual's desire.
Sloppy procgen users much like all AI users will try to stay true to its false promise: I don't need to put effort for the result to stand out, the procgen will do it for me. They start with below average ingredients and end up with a below average soup.
What if you used good ingredient for your AI slop then? That's what good procgen amounts to mostly, growing better carrots
The problem of AI is not training data curation, it's ethics and lack of humanity.
AI techleeches take the entire concept of intellectual property and shove it in a wood chipper.
Then they pretend they can build and sell souless woodchip golems of other people's blood sweat and tears as their own without being called a fucking scamming lunatic hypocrite talentless loser.
May they lose all their apes, Amen.