The Future Of Development
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[/p][p]Greetings from my increasingly-tropical island! I'm pleased to report that Malagar’s crystal stash continues to work its particular magic. There is a mountain of things to catch up on, but I’m in the process of doing exactly that. And one of those things is to have this conversation with you.[/p][p][/p][h3]The Monkey’s Paw[/h3][p]When I started Ravager’s development, the technological landscape looked rather different. Even when we arrived on Steam, AI was still mostly the province of science fiction. Now? Now it is impossible to look away from.[/p][p]It is a contentious topic - righteously and deservedly so. The default position for developers is to stay artfully quiet, and hope the whole thing blows over. But we're not a soulless corporation - we're a small gang of enthusiasts, who've carved out a niche making horny games about dragons. I think you should speak openly and plainly about what you believe, whenever you can. And I can, so I will.[/p][p]I believe that AI can be a great assistive tool when paired with human talent. It can help break through creative blocks, speed up tedious processes, and open doors for people who might otherwise struggle to realise their visions. That's the optimistic view, and I think there's truth in it.[/p][p]But let's not kid ourselves. AI is also being used to exploit and exclude human talent. It is drastically lowering the barriers to entry for game development, which sounds great (it is), until you realise we're heading for a kind of slopocalypse: a tsunami of cheaply produced mediocrity, poised to flood every platform. I suspect Steam's algorithms will shield you from the worst of its effects! But as creators, we need to plan for this impending reality.[/p][p][/p][h3]Our Stance[/h3][p]Ravager will continue to celebrate organic writing, art, voices, and code.[/p][p]I have no issue with a writer consulting AI for advice on a tricky plot point, or an artist using it to brainstorm potential compositions. That is clever tool use, and does not beggar anyone. But the content that actually features in our games will remain human-crafted.[/p][p]In line with this commitment, I'll be removing the placeholder machine translations from Ravager. If someone wants to mod them back in, that’s fine - but our support will focus on the excellent fanmade localisations that our community is in the process of creating.[/p][p]This policy will also extend to our next project, Permission To Dock. It uses some genuinely exciting new techniques and technologies that showcase exactly what coordinated human creativity can achieve. Permission To Dock is being prototyped as we speak, and I look forward to showing you what I mean once Ravager has reached its main release.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]The Road To Victory[/h3][p]‘Reaching main release’ is possibly the best mitigation against the coming slopocalypse - so that remains our primary and overriding priority. Health issues have slowed us down in the first half of this year (most especially mine!), but now we've regathered our momentum, and we’re working smarter than ever. And to avoid those agonising waits between major updates, we're portioning things up more sensibly:[/p]
(and the gang)[/p][p]
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- [p]Version 5.3: The conclusion of Chapter Two[/p]
- [p]Version 5.4: The beginning of Chapter Three[/p]
- [p]Version 5.5: The conclusion of Chapter Three - and our full release![/p]
(and the gang)[/p][p]
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