With AAA games taking so much time and money how many years away are we from having development time greatly reduced due to AI?
As of now it's already happening that now some tasks are being done way faster thanks to AI. But as happened before with other tools or techniques that made devs way more productive or to do their job faster, the extra time saved with the optimization is being used to do additional stuff.
Meaning, if in the past let's say maybe 20-40% of the ideas or content for a game were ignored or cut due to time constrains maybe let's say a big portion of them will now be included, or may spend more time in bugfixing/balancing/tweaking/optimizing.
Devs will spend working hard whatever time they are given. So if budgets continue being the same, devs will put more stuff in the game. If in some years they see that they are saving a really meaningful amount of work (still isn't the case) they may decrease the budgets (so time given to the devs). The AI already is being very helpful for some things, but still has to improve a lot in other different areas to make a real difference to the point it affects budgets.
I think maybe in a couple years they'll start realizing that AI improved to a point where they are saving a meaningful amount of time and money, so maybe games budgeted and greenlighted in 3-4 years from now would start to see that budget "reduction".
I use quotes because it may mean that may be the first generation where AAA budgets instead of approximatedly doubling each generation, would remain in the current around $200-$350M average (meaning needing to sell around 8M units (first party) or 10M (third party) for non-GaaS AAA with no DLC to break even.
That would be a big progress vs having next gen AAAs costing on average of aprox. $400-700M, so around 16M-20M units needed to break even.
I think the strategy to reduce costs may/should be:
- Stop making games larger and larger and go back to the 10-20 (30-40 max) hours long games for most non-GaaS AAA titles
- More 7-10 hours long short spinoffs reusing stuff from a previous, longer title
- Invest more in multiplatform, putting AAAs in any platform that can run it (so no Switch 2, but outside it even in mobile and smart tvs via cloud gaming)
- Bet more in artstyles that aren't realistic (meaning, that require less work in details regarding models, materials and lighting)
- Shut down DEI HR departments, fire DEI people, stop hiring DEI/woke advisor companies. Go back to hire and promoting the best candidate available for each position independently of gender, sexual orientation, skin color, etc. and go back to focus again on making the games, characters and stories that players who pay for that type of game loves instead of replacing them for the agendas of Blackrock / Roschild / Rockefeller / Soros / etc. social enginerring for population reduction, western nation indentities destruction and Chirstianity destruction
- A bigger percentage of AAAs that are GaaS, or at least having a good DLC/expansions plan if it works
- More sequels of super popular IPs, less new IP and less sequels of low/mid selling IPs
- Rely more in procedural stuff and systemical design for terrain, buildings, enemy, NPCs, level design and quest design regarding asset creation and placement in the world
- Use AI to reduce costs as much as possible in may ways as possible (obviously taking care of not reducing quality by doing so)
- Open less lead AAA studios in NA and more in Europe and Asia (cheaper salaries)
- Open less/hire less people in support or outsourcing studios in NA and more in Europe and Asia
- Move even more work from lead AAA studios to support/outsourcing studios (cheaper salaries)
- More off-gaming adaptations to popularize more IPs (movies, tv shows, animation/anime, making of documentaries, comics/mangas, novels, art books, board games, toys, action figures/statues, model kits, board games, apparel, museum exhibitions, music concerts, music tribute albums, apparel, theme park rides, general merchandising...)