That’s a good business model. “If our customers don’t like it, our employees don’t like it, and we can do business without it, why should we use it?”
Lol, how do you losers tokenmaxxing with that sort of attitude?
Good.
Great. Cause if they aren’t paying people to make the game, I’m not paying to play the damn game.
Even if the game is free, I adhere by the rules of “time is money.”
Where is the line of “no AI” exactly?
While the game certainly isn’t vibecoded, I would bet some Pocketpair devs used an LLM for a Python script, to figure out something in documentation, to point them somewhere over an error, maybe some Windows issue; you know, utilitarian things.
Artists likely use oldschool ML models in their graphics software, without even knowing it. Or maybe when processing textures to finish them. Or to search through assets, or documentation.
I’m just saying, if you’re strict with the definition, it would be really hard to block an entire dev studio from all “AI.” It would almost certainly seep in from casual use, legacy integration, or “oldschool” things like image recognition and processing.
It doesn’t mean they have to vibecode or ship slop assets, of course. When they say “no AI,” that’s what I hear, and exactly what I want.
But I think studios, especially larger ones, need to be careful about labels like “100% human,” lest something come to light that seems to contradict the guarantee.
I imagine by “AI” they mean strictly LLMs from OpenAI and other related sources. It’s more or less a consequence of the term being used as a catch-all by marketing teams even if it’s misleading.
They’ve for sure used machine learning tools in their development process, I have no doubt about that. I mean, that’s literally what code completion is. That’s been a thing for much longer than LLMs though, and it’s really only a supplement to the actual intentions & efforts of the devs using it. Stuff like that is useless if you don’t have any game development expertise.
But see, even in this interview, the lead is dodging code completion questions. As non-devs could interpret that as “AI in the game.”
Correct me if I’m wrong, but it doesn’t seem like the interviewee was ever asked about tools like code completion. The article focuses almost exclusively on ‘generative AI’ and PocketPair’s attitude towards its usage in game development. I don’t think it’s fair to consider it a dodging of questions if said questions seemingly weren’t brought up to begin with.
Besides, I doubt non-devs even really know about/understand machine learning tools in game development aside from the standard AI slop machines. For them code completion probably seems more like a standard programming tool as opposed to something more akin to an LLM, especially since most people already know about things like autocorrect through their phones and the like which is pretty similar.
See, I don’t mind AI if it’s used for stuff like NPC interactions and what not, but not for the creation of assets or mechanics.
At least in it’s current iteration, AI can stand out like a sore thumb and once you see it, something is taken away from the experience.
I don’t think I’ve played a game where I’ve seen AI but this definitely applies to other faucets.
Which other faucets?
Art, news articles, etc.
Facets?
The more you know. I always thought faucet was used colloquially like “another faucet of information.”
I stand corrected.
Yeah its more like different facets of the same diamond, in my head at least
I guess more appropriately would be the same gem cut in different facets
Idk English is weird lol
Almost certainly you’ve played a game where some of the code was AI generated. That’s pretty much impossible to notice.
That’s why I’ve said “once you see it.” I’m fully aware of vibe coding and I know it’s useful to help speed things along and cut down development time.
I think I was more leaning towards assets than anything else, though I’ve seen people argue about mechanics and code, so I figured I’d include it.
It’s more noticeable than you think in execution time, memory usage and file size
The sad part is, it could with a little tweaking.
But that well has been so heavily poisoned by corporate bubble blowing interests, that attempting anything with it is a potential death sentence for your entire project.
This is the same studio that gave us AI: Art Impostor. Guess that is how they learned it’s hated.
I’m buying palworld one day.
It leaves early access soon. Maybe consider marking the calendar?
July 10th to be exact
No idea why you got downvoted
I’m wondering if it’s some people upset from another thread just being petty.
Edit: upon looking at my comment history, almost all of them have a new downvote that wasn’t there before. I definitely upset someone, apparently, enough for them to go through my entire comment history and downvote each one I’ve ever made.
Some people need to get outside and learn to actually enjoy it. Then I bet they would not find their time best spent combing someone’s post history to down vote the comments.
I honestly feel bad for people like that.
That’s pretty rich coming from pocket pair. “We don’t use the art and design stealing machine, we steal the art and designs ourselves!”
Init bro
Ironic coming from a studio that used to use a lot of AI. But I guess some people can change their mind.
Idk.
The amount of AI “Ash with a Glock to Pikachu’s head” Palworld video thumbnails I have seen tell me otherwise.








