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Media creation with artificial intelligence: Difference between revisions

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[[Category:Real World]]
[[Category:Real World]]
==Copyright and fair use==
To understand the full picture of copyright we have to look into its real world implementations.
Game companies have an interest in not upsetting their '''fan base''', especially the organized structures like gaming communities.
'''Game communities''' are like '''voluntary support structures''' that provide services the companies would otherwise have to pay money for. Most aspects can be considered direct or indirect '''sales promotion'''. These communities usually offer:
* First contact and '''general help''' for [[wp:Newbie#Connotations_of_variants|newbies]].
* Providing specific '''guilds''', tips and tricks, up to complete playthroughs.
* Communities can help in running competitions and other (promotion) events. This can be any creative activity like fan art creation. The support for cosplaying can create the companies '''visibility''' at gaming fairs like the gamescom.
* An '''additional channel for updates''' (information and content).
* '''Bug-reporting and bug-fixing.''' In rare cases community members might even help out in maintaining the source code.
* '''Mods improve the replay value''' and therefore the overall '''customer satisfaction'''.
* Communities increase '''chances''' that '''other games and products (merchandise)''' of the company '''are bought by fans.'''
* Companies can more easily recruit trustful fans as betatesters for new games.
Therefore, pretty much all companies have community managers on their payroll. Technically, the companies allow copyrights to be ignored to a limited degree as they profit from it. '''A strict application of copyright would kill creative activities in game communities, make them ineffective and therefore mean selfdamage to the companies.''' -- With enough labor own works can simply fall under the [[wp:Fair_use|fair use rule]] and therefore overrule copyright.
'''Modifications''' (mods) often stay '''behind of being ''own games'''''.
* Usually, 2D and 3D content is added.
* Other ''features'' like new game mechanics might require game engine modifications and are therefore less likely.
GenAI has the potential to break the company's cost-benefit calculation.
* An endless production of new content based on old content would be not in the interest the company.
* When you consider involved artists and technicans that helped creating the game, things get even more complicated. Mass-produced fan made content that gets created for "free" might endanger the living of before-named people.
* Unlimited new content should steal attention and motivation of otherwise potential consumers.
Symbiotic co-existence: '''Game communities should not create situations of ''competition''.'''
Mods should be (in contrast to official expansion packs and DLCs) [https://wccftech.com/cyberpunk-2077-vr-mod-taken-down-by-cd-projekt-red/ not behind paywalls].
As for 2026, the conflict potential by mods from GenAI are more hypothetical than realistic, but it will become relevant one day. In the far future co-dev arrangements might be thinkable but that is ''uncharted territory''.
==Possibilities and limitations==
==Possibilities and limitations==
Generative artificial intelligence (GenAI) can ease and accelerate content creation in all forms and sizes. The difficulties to use or create own setups will continue to lower basically with each new release from commercial forerunners.
Generative artificial intelligence (GenAI) can ease and accelerate content creation in all forms and sizes. The difficulties to use or create own setups will continue to lower basically with each new release from commercial forerunners.
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===3D content generation===
===3D content generation===
There exists content generators that turn 2D data into 3D data by calculating plausible assumptions for the missing dimension.
There exists content generators that turn 2D data into 3D data by calculating plausible assumptions for the missing dimension.
==Copyright and fair use==
''Gaming'' corporations have an interest in not upsetting gaming communities as this means bad PR and therefore lower sales of their products. For this reason cosplaying, fan art creation and modding is most often tolerated. The last two points may be even actively supported by the companies. Mods can change games in many ways and increase the replay value. As side effect they increase the positive opinion of a player over the game company making them more likely to buy also other games from the same company. Therefore, pretty much all companies have community managers on their payroll. Technically, the companies allow copyrights to be ignored to a limited degree as they profit from it. Also, with enough labor own works can fall under the [[wp:Fair_use|fair use rule]].
Modifications (mods) often stay behind of being ''own games'' in terms new content or features added. GenAI has the potential to break that situation. Creating an endless stream of new content based on old content is not in the interest of the company. When you consider involved artists and technicans that helped creating the game, things get even more complicated. Mass-produced fan made content that gets created for "free" might endanger the living of before-named people. Therefore, the content creation should not surpass the original game or at least not draw that much attention to a significant about of possibly otherwise money spending players that the companies take negative effects. Game communities are should therefore work towards a situation that poses no "competition". As for 2026, that danger is still more hypothetical than realistic, but it will become relevant one day.


==Tools==
==Tools==
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