Interesting article...
but two things come to mind when reading:
1.) why does it need an actual implementation of an algorithm to provoke a response to something that has been going on for decades? all publishing companies are _companies_ and therefore microeconomic theory (general equilibrium, game theory, etc.) applies here as well. All these theories have implicit algorithms in them, so implementing an explicit algorithm for market filtering and production planning seems only consistent with history. I don't think that a technological response to market demands justifies the distinction Michael Arrington made, between the crap we are going to get and the crap we got served up until now.
2.) why does this resonate in a magazine, the subject-matter of which is so very algorithmic at its core? Not only are developers using more and more generative approaches for game content, the whole production process (except for maybe drawing concept art on paper) is decidedly algorithmic in nature. Just start with things like version control, content management, build-processes, you don't even have to get to the details of constructing models based on splines etc.
Maybe i am just mixing levels of abstraction here, but i think we have to accept that computers and the amount of data generated through it are the source of complexity and at the same time the solution to complexity reduction. All the producers of "hand crafted content" should really stop the time spent in their work process where something they do is not based on algorithmic workflows. I'm optimistic that human intervention and instinct will always be valued even if we are just an I/O-blackbox in a production-chain (that is, as long as the audience is mostly human). And crap will always be crap. Also your magazine serves as perfect counter-argument to all the media-pessimists, just remember the media landscape for gaming when you started!
cheers m
but two things come to mind when reading:
1.) why does it need an actual implementation of an algorithm to provoke a response to something that has been going on for decades? all publishing companies are _companies_ and therefore microeconomic theory (general equilibrium, game theory, etc.) applies here as well. All these theories have implicit algorithms in them, so implementing an explicit algorithm for market filtering and production planning seems only consistent with history. I don't think that a technological response to market demands justifies the distinction Michael Arrington made, between the crap we are going to get and the crap we got served up until now.
2.) why does this resonate in a magazine, the subject-matter of which is so very algorithmic at its core? Not only are developers using more and more generative approaches for game content, the whole production process (except for maybe drawing concept art on paper) is decidedly algorithmic in nature. Just start with things like version control, content management, build-processes, you don't even have to get to the details of constructing models based on splines etc.
Maybe i am just mixing levels of abstraction here, but i think we have to accept that computers and the amount of data generated through it are the source of complexity and at the same time the solution to complexity reduction. All the producers of "hand crafted content" should really stop the time spent in their work process where something they do is not based on algorithmic workflows. I'm optimistic that human intervention and instinct will always be valued even if we are just an I/O-blackbox in a production-chain (that is, as long as the audience is mostly human). And crap will always be crap. Also your magazine serves as perfect counter-argument to all the media-pessimists, just remember the media landscape for gaming when you started!
cheers m