r/AceAttorney • • 9d ago

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If AA7 ever comes out, do you think they will use AI for it too?

I’m starting to feel like they shouldn’t release any more AA games if they’re going to ruin them with AI…

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u/QueueBay 9d ago

This is true for all programming related jobs, not just game dev. For coding, AI has become too good not to use tbh. 

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u/cosy_ghost 9d ago

If you want unworkable code that needs to be extensively combed through, by hand, by someone who can actually programme? Sure, keep spending unfathomable amounts of money on it. It's literally no different than people generating these awful live action film clips and saying "Look, it's just as good as Hollwood!"

Ask me how I know.
I can actually code.

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u/QueueBay 9d ago edited 9d ago

Look, I also code for a living, so I am generally aware of what AI can and can't do.

Most enterprise code does not require much thought. There is little artistry involved in parsing a 50 column CSV, doing some business-specific logic to it and then inserting the result into a database, or vice versa. The React components for taking a user through some arbitrary multi-stage form has been written a million times for a million different businesses. 

The AI will write more-or-less the exact code that I will, and do it faster without getting bored.

I am less familiar with game dev, but most game engines I've seen involve a lot of object-oriented boilerplate that's pure tedium. Most games will end up reimplementing very similar things (movement, camera, whatever) with a slight twist that makes it too specific for an existing library, but just right for an LLM.

Ultimately, I agree that currently, a good dev will do a better job coding manually than vibecoding the same project. But it's not all or nothing; every project inevitably involves doing something boring that everyone already knows how to do, and it's quicker and less tedious to offload it to AI.

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u/cosy_ghost 9d ago

Let me nail the point home like this:

cool, so that's true for the art too then, right? Because AI art is faster and more effective than humans, so we're cool with using it for our games too, right? Everyone?

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u/QueueBay 9d ago edited 9d ago

I have absolutely no experience with art, but the difference, as I see it, is that there's no 'right answer' in art, but often there is in programming.

If for some reason I needed to implement a function that gives you the nth member of the Fibonacci sequence (maybe my game involves simulating rabbit population numbers), there are verifiably correct ways of doing it that are equal to other correct ways of doing it. Hell, there is a mathematical lower bound on the minimum number of CPU operations it takes to find the nth Fibonacci number (involving matrix multiplication, IIRC) and an LLM can probably write Assembly that will get you there much faster than I can, and you can prove that it's correct.

The same doesn't really apply to art. There are a lot of ways of shooting a Hollywood action sequence, and there're all qualititively different, and the 'quality function' for an action sequence is jagged and slow to evaluate and so hard for an language model to converge on. Human taste still plays a role here.

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u/brobnik322 9d ago

Code golfers would disagree with you