We don't really know what we can do with generative AI yet.

2024. 2. 4. 23:34U.S. Economic Stock Market Outlook

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We don't really know what we can do with generative AI yet. We don't know if we'll replace many jobs, create more new jobs, or even judge the past is better. Now I can't predict anything. However, it's great that investments are being made every day in this field.
Until recently, Ai
It is usually viewed as a productivity tool within the existing work process.

This is the same for game companies. Something within the development process of existing games is created. I think it's about using AI to increase productivity or make NPCs look smarter and more natural.

This seems to be a similar pattern to how a game company like Mirina, which was popular in Korea in the 1990s as a PC package game, was preparing hard for the era of online games.

At that time, I prepared hard in anticipation of the coming era of online games. In order to have a technical environment, in-house computers were connected to the LAN, and at that time, it drew a dedicated line for high-speed 256K bps Internet. In order to lay the foundation for the technology, I selected a network programmer and created a PC communication program called "Dorandoran". Based on that, the website of the first Korean game company was opened, and as it was introduced in the Japanese magazine Login, the websites of Japanese game companies that did not have a homepage until then were opened all at once next month.

At the time, the online game I thought of in advance was a game that had a stable network function in the existing PC package game so that many people could have fun. So I worked hard to develop online games in that direction.

At that time, MUD games, which were accessed by phone modems and played only by text, became popular, and the high phone bill of users who were overly immersed in MUD games became a social issue. However, they didn't see text MUD games as a new possibility, and they just saw graphics-free games as a deviation from strange people paying high phone bills.

And in 1996, Nexon, an unheard-of company, launched MUD games under the name of "Land of the Winds," with amateurish graphics. Back then, when you look at the Land of the Winds, the background scrolling wasn't done properly, and a black band formed on the edge of the screen when it was scrolled. So I criticized them, saying, "Amateurs would do better than this if they made it with their feet."

But as we all know, the result was that Nexon at the time had grown into an online game giant by opening the era of "land of the wind," and it still remains a major company, while Mirina, the nation's largest game company at the time, disappeared into history.

These things, which happened with the advent of a new technology called the Internet at the time, are a pattern that repeats whenever a new innovative technology emerges. Even after successful companies in the existing system see a new wave of innovative technologies, they fail to recognize their value and then denigrate them, and products made by companies that seemed to be lacking at the time eventually create new markets and grow significantly.

Similar things happened in the mobile game era that started with the advent of the iPhone.

Now, the same pattern is about to be repeated with an innovative technology called generative AI.

Somewhere you'll see a new type of game with a generated AI as the core. And even if it comes before your eyes, successful companies under the existing system will think it insignificant.

I think this kind of news is most likely to appear in the indie game scene.

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