Because you neither paid, nor credited, nor even acknowledged the artists whose work you're now implicitly using. This is pretty simple.
If you go out and buy a bunch of art books and you look through those to get ideas, the people who made the art books get the money one-for-one for every studio that ever buys those books.
If you go to someone's portfolio page on the internet and get some ideas, you now know who that person is and maybe you really like what they did. Maybe you might hire them to do concept art for your game someday.
If you ask a generative AI to generate ideas for you, you pay Google, OpenAI, Midjourney, etc., and that's it. The artists who made everything that goes into it get nothing. They do not get money. They do not get exposure. They do not even get the bare minimum acknowledgement from you that they even existed.
I am glad players are angry about generative AI. I hope they get even more angry. Artists that contribute art to a creative process deserve better treatment than this.
If you like generative AI as a tool, advocate for a properly licensed, properly attributed version of it first. If instead you choose to use generative AI and ignore the ethical issues, you more than deserve the backlash.
Video games will never be taken seriously as an art form because neither the industry nor the audience treats them as art, and the audience is the larger part of the problem. Games are treated as products to be made fast, sold loud, consumed, discarded, and replaced. That is why Call of Duty and FIFA sell in the billions, not because they endure, but because they are disposable and familiar.
This has nothing to do with graphical fidelity, art style, music, voice acting, or budget, even though players insist otherwise. For most people, “artistic merit” means how flashy, pretty, and expensive a game looks. Spectacle is mistaken for depth, and production value is confused with meaning.
Games are not built to be evergreen because the audience does not want evergreen. The people who revisit old titles, engage deeply with systems, or approach games patiently are a minority. Most want the new release, the hype cycle, and the spectacle, then move on as soon as something shinier appears. This is the same reason Avatar makes a billion dollars per film yet leaves almost no cultural footprint. Audiences want stimulation for a few hours, then the exit.
Art requires patience and trust, and games demand both. They ask players to learn systems, accept friction, and think. The audience rejects this. Anything slow, strange, or uncomfortable is dismissed as boring or pretentious, so risk is punished not just by publishers, but by players themselves.
Because of this, metrics replace meaning. Engagement time, retention, and monetisation become the measure of success, because that is what the audience rewards. Art asks what something is saying. Products ask how long you stayed logged in. Games suffer most here because their greatest strength, player agency, is treated as an inconvenience rather than an opportunity.
Legacy is impossible without permission to fail, and the audience does not allow failure. A bad novel does not kill literature. A bad film does not kill cinema. A bad game can kill a studio, because players demand perfection, constant novelty, and infinite support while rejecting experimentation.
So the ceiling stays low by choice. Not because games cannot be art, but because an audience trained on disposability, spectacle, and instant gratification will not tolerate sincerity, patience, or risk. What survives is not what lasts, but what sells loudly and disappears quietly.
Nope, tell the truth. We absolutely COULD stop it, but you won't because it's making you money.
We COULD regulate it. You COULD pull your product after realizing the dangers far outweigh the benefits.
But you won't. Because money.
To all those praising @MrBeast for favoring artists, be better. He is doing it after pushing the A.I. agenda for profit and getting tremendous backlash for it. He's on damage control mode, and still a humongous douche.
My last Hytale-related post...
I’ve never been vocal about anything controversial or political. I’ve always kept my head down, focused on art, game dev, and supporting people around me. But after 4 years working on Hytale, I reached a point where I felt like I had to speak my own personal experience.
Working at this studio was honestly exhausting. I’d share ideas or concerns and get brushed off, until someone with a more impressive title said the same thing, and suddenly it was treated like genius. When I challenged decisions that felt unproductive or inefficient, I was called 'difficult' or told I couldn't take feedback. It was also obvious some people were only there because of who they knew, not what they brought.
I tried to suggest ways to lay proper groundwork and improve our workflow, but it was always dismissed if it wasn’t visually flashy or immediately showable, it just didn’t matter.
The words 'burnout' and 'crunch' were thrown around like things we shouldn’t ever say, but in reality, there was constant pressure and late-stage work pushes … usually from last-minute requests. And if you couldn’t keep up, you just didn’t produce enough visuals to be seen as performing. The whole thing was gaslighting and over time, it made me question my value, my own knowledge, and eventually, I was just dreading to wake up and repeat.
To be clear… there were a lot of wonderful, talented people I truly enjoyed working with during my time there. There were fun, meaningful moments, and teams and individuals who inspired me, supported me, and gave their best. This isn’t about everyone. It’s about a culture that slowly wore me down.
I’ve been warned not to speak up and that sharing my experience could hurt former coworkers, or make me look unprofessional. I was told not to burn bridges, to stay quiet for the sake of my future. But the truth is, this experience drained me so deeply, I have no interest in keeping those bridges. If being honest about how toxic the experience truly was pushes some people or studios away, then they were never people I wanted to work with in the first place. Staying silent is part of the cycle — and I’m done with that. There are more ways to stay and work in this industry than staying silent and kissing big corporate ass.
Thank you.
Blizzard's Overwatch Team Just Unionized 🫂
The #Overwatch2 team at Blizzard has unionized. That includes nearly 200 developers across disciplines ranging from art and testing to engineering and design.
📰Source: https://t.co/uBirHbicrt
Hello! I'm Mondo and I'm a 3D Motion Designer with a newly found passion for art direction!
I love bringing meaningful storytelling to life through stunning and unique visuals.
#PortfolioDay