Het gebruik van AI in videogames brengt veel discussie met zich mee. Er zijn zeker voordelen zoals minder kosten besparen van tijd. Aan de andere kant kan AI ook ervoor zorgen dat enkele banen niet meer heel relevant zijn zoals programmeurs, designers, vertalers of schrijvers voor het verhaal of quests.
Volgens EA CEO Andrew Wilson zijn veel studio’s erg geïnteresseerd in het gebruik van Ai om games te maken. Het process van het ontwikkelen van een game, kan door middel van AI veel sneller. Wilson noemt als voorbeeld het ontwerpen van stadions in de game EA Sports FC 24. Daarvoor is AI gebruikt voor het design en de animaties van onder andere de tribunes. Als dit handmatig gedaan zou worden door een art team, zou dat veel tijd in beslag nemen per stadion. Volgens Wilson zijn veel studio’s behoorlijk geïnteresseerd in het gebruik van AI in videogames. EA is van plan om in de komende 5 jaar, veel meer AI te gebruiken in ontwikkelprocessen van games. De efficiëntie van AI zullen we volgens Wilson twee tot drie jaar echt merken.
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Statement EA CEO Andrew Wilson over het gebruik van AI in videogames
“As a company, we’ve been deeply tied to AI since our inception,” Wilson explained. “It has been the very center of all of the games that we create, replicating human intelligence in the context of a game play experience. But certainly, as we think about the wave of generative AI today and as it merges into artificial general intelligence, broadly, we’re still very early.
“But the things I talked about in the conference were really both two-fold. One, how do we get more efficient? The stat I used was we’ve moved from being able to create stadiums from 6 months to 6 weeks. And my expectation is that will continue to shrink over time.
“Maybe even more profound than that – when we build a game we have animation and run cycles. In FIFA 23, we had 36 run cycles, which gave you a kind of believability of human performance inside of that game. When we launched EA Sports FC 24, we had 1,200 run cycles.
“This adds to the individuality and uniqueness of each player, and delivers our players more immersion in the game, a more engaging experience that is more true to what they watch on television on a Sunday afternoon.
“And so as we think about the first pillar of generative AI for us, we’re really looking at how can it make us more efficient, how can it give our developers more power, how can it give them back more time and allow them to get to the fun more quickly.”
“We’ve done analysis across all of our development processes, and right now, based on our early assessment, we believe that more than 50% of our development processes will be positively impacted by the advances in generative AI,” Wilson stated. “And we’ve got teams across the company really looking to execute against that. The second phase for us, of course, is how do we further expand our games? How do we build bigger worlds with more characters and more interesting story lines?
“If efficiency starts to really take place over the next 1-3 years, our expectation is that, over a 3- to 5-year time horizon, we will be able to, as part of our massive online communities and blockbuster storytelling, build bigger, more immersive worlds that engage more players uniquely around the world. And we think about that on a 3- to 5-year time horizon.