Bioshock's Big Daddy Ken Levine says that while he doesn't want to 'underestimate' AI, he's 'not overly impressed' by it, either

A robot girl from Judas looks skeptical, her synthetic skin peeling off to reveal metal below.
(Image credit: Ghost Story Games)

Ken Levine, creator of the Bioshock series—and now the head of Ghost Story Games, who're working on Bioshock-like "narrative legos" game Judas—isn't all that worried about AI's impact on the games industry yet, even if it's got its uses.

That's according to a recent interview with Gamesindustry.biz, who asked him for his take on the subject. "I don't want to underestimate it. I think it's very powerful," he begins, though he's of the mind that it comes with a bunch of limitations too.

"You look at Sora, the ChatGPT video generator, you see a woman walking down the street and the street scene is beautiful—but if she were to turn around and walk backwards, it wouldn't remember where she has been. It doesn't currently understand persistence, although that may change. We can't tell if it's a limitation of just the nature of the technology."

What Levine seems to be getting at here is the concept of 'plateaus' in tech. Generally-speaking, when a new technology's discovered, advancement happens very suddenly and sharply, often picking up pace towards the end. The combustion engine led to the industrial revolution, the mobile phone went from Nokia bricks to smartphones, and so on.

While there are advancements on this plateau—for example, smartphones can play games that required a full rig mere years beforehand—progress tends to slow to a near halt. As far as this applies to generative AI, it's entirely possible that this persistence is where it plateaus. Namely because generative AI isn't actually thinking, as much as it is making a series of very educated and complicated guesses. That's why it tends to hallucinate or fabricate information.

It won't (hopefully) keep improving forever, because it does a specific task in a specific way. You can make the best wheel in the universe, and it'll still only be good at wheel stuff. That's not to say you can't combine technologies, and there's every chance AI could be stitched onto some other breakthrough in software to thrust us all into a Skynet doomsday scenario, but it may not be on the table for now.

"For all the concerns about AI," Levine adds, "have you seen it write a good 20-page movie yet? Scene-to-scene? It doesn't know how to do that." It's an argument I've heard before and largely agree with. Generative AI's been threatening creative jobs for a handful of years now, but I can't name a single movie, song, or piece of entirely generated artwork that's had a lasting cultural impact. In the words of Tim Schafer, "super impressive, but also completely like: who cares?"

That's not to say Levine thinks the tech is useless, far from it: "There are useful elements of AI right now—for instance, training your bug database to query how many bugs you have in certain situations. But what it can't do is tell me a really compelling story that has a three-act structure, or even tell me multiple scenes. It gets extremely confused.

"We've not used any generative AI in the development of the product outside of things like bug databases, clearing our analytics database—that's what it's good for." He goes on to add that it's not been used for concept art, either. "Right now I'm not overly impressed when it comes to game development—I'm sure there will be more to it [in the future] but I'm not super worried about it yet in a 'it's coming to take everybody's jobs' perspective." Me either, though it might take a little bit of elbow grease to keep it that way.

Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

Read more
NEW YORK, NEW YORK - NOVEMBER 08: CEO of Take-Two Interactive Software Strauss Zelnick attends Paley International Council Summit at Paley Museum on November 08, 2022 in New York City. (Photo by Steven Ferdman/Getty Images)
Take-Two CEO Strauss Zelnick takes a moment to remind us once again that 'there's no such thing' as artificial intelligence
An Ai face looks down on a human.
Xbox announces 'a generative AI model for gameplay ideation' called Muse, but don't get too excited: Machines aren't about to make games for you just yet
Microsoft Muse-generated gaming in action
'A massive, massive moment of wow.' Microsoft CEO predicts AI-generated games are a 'CGI moment' for the industry
A smitten man plays the piano to an animatronic woman
BioShock maestro Ken Levine says Judas will double down on reacting to player choices because it's the future of games: 'I've never been a big fan of cutscenes because they're not interactive'
Fighting a raging chef-bot in Judas.
Ex-Bioshock lead Ken Levine says the problem with AAA games is how risk-averse they've become: 'If you don't innovate, especially in games, you start losing people'
Meta Orion glasses on show at Meta Connect with Nvidia CEO Jen-Hsun Huang.
Will there ever become a point with AI where there are no traditionally rendered frames in games? Perhaps surprisingly, Jen-Hsun says 'no'
Latest in FPS
Doom: The Dark Ages art
'I think only the shotguns are the same,' says Doom: The Dark Ages director, otherwise the guns are brand-new or significantly transformed
zoomed in concept art of the Agadon Hunter, a new enemy appearing in Doom: The Dark Ages.
Doom: The Dark Ages already sneakily revealed its 'new Marauder,' and the devs hope he'll be just as challenging, but a little less frustrating
Doom: The Dark Ages art
The sickest gun from Doom: The Dark Ages' trailer is called the 'Skullcrusher' and does such horrible things to demons, the game's lead dev boasts id has 'the best gore in the industry'
the next battlefield
Battlefield playtest gameplay is leaking all over the internet, and fans seem cautiously but genuinely excited: 'Okay, we might be back'
Battlefield: Bad Company 2
Battlefield: Bad Company 2's director had big plans for a third entry in the series, with your squad reuniting for an impossible mission amid a war between Russia and the US over Alaska
Killing Floor 3 screenshot
Following a disastrous beta test, Killing Floor 3 is delayed less than three weeks before launch: 'We've realized we missed the mark'
Latest in News
Atomfall screenshot
Rebellion CEO puts the studio's recent avoidance of layoffs down to control of scope and cost: 'Sometimes we say, guys, this game's too big'
Pixel-art portraits of Astarion and Shadowheart against a seasonal backdrop of Stardew Valley
The Baldur's Gate 3 mod for Stardew Valley is out, so here's another opportunity to romance Astarion
Doom: The Dark Ages art
'I think only the shotguns are the same,' says Doom: The Dark Ages director, otherwise the guns are brand-new or significantly transformed
Fortnite jacked Peter Griffin
Parents are suing Epic over Fortnite item shop 'FOMO' timers they say are inaccurate and manipulative
zoomed in concept art of the Agadon Hunter, a new enemy appearing in Doom: The Dark Ages.
Doom: The Dark Ages already sneakily revealed its 'new Marauder,' and the devs hope he'll be just as challenging, but a little less frustrating
Doom: The Dark Ages art
The sickest gun from Doom: The Dark Ages' trailer is called the 'Skullcrusher' and does such horrible things to demons, the game's lead dev boasts id has 'the best gore in the industry'