Regarding rights, that’s just pure laziness which could be fixed by… telling the artist what the art will be used for.
Sometimes, this omission is intentional—by saying nothing, the dev is hoping to score personal rates despite using the art for a commercial purpose. I see too many devs using Skeb for non-personal purposes, thinking it’s a profound source of cheap, quality art.
They get away with it too,
but lack of enforcement doesn’t mean it’s morally right.
But this
is a pirate site, so I don’t think users are too concerned here about whether the dev has a license to use the art.
Now, it’s true costs are a limiting factor for devs (and artists’ schedules to a smaller extent).
For reference, I spend 1-2k USD per scene on my VN. And it continues to creep up as I’m planning to add L2D and more features.
(On another note, itchio
really screwed me over during this crucial time. I had to borrow money to make ends meet.)
How many devs can afford to spend that amount? How many would even be willing to, in the first place?
I was already spending thousands before I had a single follower.
So, it’s easy to see why many devs use AI.
It’s a big risk to sink several grand into a game when success isn’t guaranteed.
On the other hand, that’s true for
every business, so my sympathy is limited to some extent.
Restaurants gotta pay for ingredients & rent, hairdressers gotta pay for training and tools. Many artists go to art college, and spend decades (and thousands of $$$) honing their craft.
No such thing as a free lunch: gotta spend money (and time) to make money. Customers aren’t money bags; they will pay for things they perceive as valuable.
What’s
actually unfair is that adult game developers cannot easily get loans because of societal stigma. And, of course, the severely restricted ability to market the game. So they start off on a severe back foot.
Anyway, with the significant input costs saved from AI usage, my only question is:
Why is the product so slop?
You’d think, from all the art expenditure saved, they’d ensure the rest of the product would be great.
But no, even doujin RPG Maker’s are a tier above when it comes to script and putting things together. And some of these devs have to draw their own damn art.
Which goes to my second point:
When one invests so little in the project, there is a tendency to treat it with disdain. Perhaps not intentionally, but subconciously.
And that immutable lack of care shows everywhere: whether it be the presentation, sound design, or writing.
You probably won’t treasure that $5 watch which came from a box of cereal you bought on a whim.
But you
will damn well take care of that Rolex, as that represents years of hard work and saving towards your goals.
When one can easily generate another AI game if the previous one flops, it leads to an excessive amount of "fake it you can make it."
A constant stream of mediocre games by an uninspired dev, hoping to make it big from a few suckers.
This
can happen to hand-drawn games too, albeit to a lesser extent. Time and money expenditure tend to make one
more judicious with their work.
Anyway, devs need to know time is a very real thing—players can’t afford to be playing every AI game in the hopes it’ll be
the non-slop one. So if a dev decides to make an AI game, they better ensure the non-AI features are damn good.