The Sunday Papers

Rock Paper Shotgun ·

This weekly roundup collects writing about videogames and wider culture, with pieces on resistance to claims that generative AI is inevitable, the pleasures of karaoke, and women’s experiences in horror games. Together, the articles examine who benefits from technological change and whose stories games make room for.

One piece argues that industry reports and executives are trying to normalise AI use in game development by presenting it as unavoidable. Another celebrates karaoke improvements driven by enthusiasts rather than major technology firms. The roundup also highlights horror developers using live-action footage to explore violence against women, and begins a discussion of what made BioWare games appealing and flawed.

In short

  • The roundup questions claims that AI in games is inevitable.
  • Karaoke’s improvements are credited to dedicated enthusiasts.
  • Horror games can centre women’s lived experiences.

Steelman: both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Supporters of generative AI in game development may argue that the tools are becoming part of the industry and can help teams work faster, explore ideas and manage costs. They may see adapting to the technology as a practical response to change, provided studios are transparent and protect workers and creators’ rights.

The case against

Critics may argue that describing AI as inevitable makes a contested business choice seem beyond debate, while obscuring its effects on workers, artists and the quality of games. They may favour human-led development and community-driven tools, arguing that innovation should serve creators and players rather than simply reduce costs or concentrate benefits.

Explained simply

Videogames are made by teams using a mix of creative work and technology, and new tools can affect both how games are produced and who does that work. Generative AI can create text, images and other material, prompting debate about its place in creative industries and whether its adoption is a choice or an inevitability.

Games also reflect the interests and experiences of the people who make and play them. Horror games, for example, can draw on real-world fears, while karaoke has grown through enthusiasts adapting the technology and songs available to them. BioWare, a studio known for story-led role-playing games, offers another example of how design choices can shape what players value and criticise.

Business

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