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彭博社报导,在价值约 $200 billion 的全球电玩市场中,围绕 AI 采用出现尖锐冲突:面临成本压力与疫情后重组的工作室正在测试自动化,而玩家则对可见的品质下滑反应负面。Embark Studios 执行长 Patrick Soderlund(52)表示,他那支成立 7-year-old 的团队在 Arc Raiders 中主要把 AI 用于非核心要素,同时保留真人演员并扩大创意招聘,并主张目标是提升可负担性,而非取代艺术性。这种紧张因近期产业震荡而加剧,包括 Sony 在 February 2026 关闭 Bluepoint Games,以及 Ubisoft 在 January 2026 的重组引发股价单日下跌 40%。

Arc Raiders 在 3 months 内售出 12 million 份,并成为 Steam 上游玩人数最多的付费 PC 游戏,但仍因听起来机械的生成语音引发反弹,这反映出一种模式:AI 错误会高度可见,而可接受的输出往往不被注意。文中引用的 Omdia 数据显示,47% 的开发者预期生成式 AI 在 2025 会降低游戏品质;同时,一些工作室预估在影像生成等基础任务上可获得 30% 到 50% 的生产力提升;此外,现在已有超过 190 家支援 AI 的游戏工具供应商。包括东京大学教授 Youichiro Miyake 在内的专家估计,许多当前输出约为 100 分中的 60 到 70 分,而专业创作者为 95 到 96 分,并强调在历史与文化精确内容上仍存在未解的可控性限制。

文章主张,AI 的近期影响与其说是创意转型,不如说是劳动与信任的扰动:裁员与冻结招聘来得比设计突破更快,而玩家、创作者与投资人之间的公共讨论仍高度两极。Reddit 的 r/gaming 社群约有 47 million 成员,围绕批评的互动出现高峰;Battlefield 6 与 Call of Duty 的高知名度事件也在后续修补之前后,强化了外界对品质控管薄弱的观感。经济外溢同样重要:AI 资料中心需求与过去一年记忆体价格上涨 3 倍相关,且 Nvidia 顶级游戏显卡在转售市场约达 $4,000;同时,Capcom、Activision 与 Microsoft Gaming(Asha Sharma 旗下)等大型公司公开强调由人类主导创意方向,即便许多内部人士把更广泛的 AI 整合视为愈来愈不可避免。

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Bloomberg reports a sharp conflict over AI adoption in a global video-game market worth about $200 billion, where studios facing cost pressure and post-pandemic restructuring are testing automation while players react negatively to visible quality drops. Embark Studios CEO Patrick Soderlund, 52, said his 7-year-old team used AI mainly for non-core elements in Arc Raiders while retaining human actors and expanding creative hiring, arguing the goal is affordability rather than replacing artistry. The tension is amplified by recent industry shocks, including Sony’s closure of Bluepoint Games in February 2026 and Ubisoft’s January 2026 reorganization that triggered a 40% one-day share-price decline.

Arc Raiders sold 12 million copies in 3 months and became Steam’s most-played paid PC game, yet still drew backlash for robotic-sounding generated voices, reflecting a pattern in which AI errors become highly visible while acceptable outputs pass unnoticed. Omdia data cited in the article shows 47% of developers expected generative AI to reduce game quality in 2025, even as some studios projected 30% to 50% productivity gains on basic tasks such as image generation; meanwhile, there are now more than 190 AI-enabled game-tool vendors. Experts including University of Tokyo professor Youichiro Miyake estimated many current outputs at roughly 60 to 70 out of 100 versus 95 to 96 for professional creators, and highlighted unresolved controllability limits for historically and culturally precise content.

The article argues that AI’s near-term effect is less creative transformation than labor and trust disruption: layoffs and hiring freezes arrived faster than breakthrough design gains, and public discussion remains polarized across players, creators, and investors. Reddit’s r/gaming community of about 47 million members showed engagement spikes around criticism, while high-profile incidents in Battlefield 6 and Call of Duty reinforced perceptions of weak quality control despite later patches. Economic spillovers also matter, with AI data-center demand linked to memory prices tripling over the past year and top Nvidia gaming cards reaching about $4,000 in resale markets, while major companies such as Capcom, Activision, and Microsoft Gaming under Asha Sharma publicly emphasized human-led creative direction even as many insiders treat broader AI integration as increasingly inevitable.
2026-02-27 (Friday) · 69ae3b429911f8bfb6ccfbc5c17a809c1fe40770