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I don't think its comparable. Generative AI is a far far greater leap than CGI is. CGI is a mere evolutionary/sustaining innovation, movies/shows pre and post-CGI are largely made by the same studios. CGI just lowered costs compared to physical sets, and slightly expanded what was possible to film.

Generative AI, on the other hand, lowers costs so radically, that it will spur entire business models. Within a few years, we can expect feature length animations/TV shows to be created by teams of less than 5 people. Live action shows, requiring photorealism, will be a bit harder, so maybe 5-10 years. This will in turn change the business model radically, with indie creations competing against big budget productions, it'll turn Netflix in the direction of youtube, etc etc. It will be very similar to how livestreaming and youtube affected TV-talk shows, as large production staff are no longer needed.

This is no exaggeration, I've seen animation created with diffusion models, that would have taken a traditional animator a year to animate by hand, now doable by a single person, within a week. It's been less than a 1 month since the model's release (novelai), imagine what would happen in a year.


In Germany there's an independent organisation, Stiftung Warentest [−4], that anonymously buys various products in stores and tests them quite rigorously. Some may say perhaps a bit too well (including things like the manual, how easy it is to set up a large appliance, or whether toxic chemicals are used in parts that are handled), but overall they seem to do a very good job. Testing and scoring methodology is published as well. I trust them a lot more than Amazon or YouTube reviews or some random blog that got the product sent by its manufacturer.

[−4] https://en.wikipedia.org/wiki/Stiftung_Warentest – the article also has a few pointers to international, similar organisations near the bottom.


A combination of first person shooter and real time strategy. There is a large map and balanced units on each side. Each round, a team commander is chosen randomly from each team. During play, the commander sees a bird’s eye view of the current battle and directs player objectives, waypoints, etc. while everyone else is playing COD-style first person (trying to take advantage of the intelligence and goal setting from the commander). “The game” is sustained over many rounds, teams taking and losing ground as individual battles are won and lost.

I haven’t thought deeply about how much RTS complexity would be appropriate - but you would want to keep the action symmetrical so nobody is ‘waiting’ around for decisions to be made.


Star Control II, but more so.

Star Control II is a collection of different interrelated minigame mechanics. You have spacewar-style combat, planet exploration resource collection, interactive storytelling with the communications with other races, resource and time management, ship and fleet customization, and exploration of the universe.

But some planets could require a side-scrolling platformer, instead of the top-down lander. Or you could put together a jRPG-style party and explore a settlement on a planet. You could play a Scumm-style adventure game on an abandoned space station. In addition to spacewar, you could have a bullet hell shooter for traversing an asteroid field. You could do economy management and trading, purchasing self-sealing stem bolts on Cardassia Prime and trading them for seal furs on Caladan. You could level up your crew to make them better at piloting ships in your fleet or participating in away missions. And of course we need procedural generation for the sake of replayability.


In the spirit of teaching a man to fish, here's how you find out:

1. Open the page in Chrome

2. Hit F12

3. Select the Network tab, ensure "Preserve Log" is on

4. Enter first value for each entry

5. Click Go

6. Wait for request to show up before page displays

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