
Game intel
Coven of the Chickenfoot
Neil Druckmann’s recent public embrace of AI as a storytelling shortcut grabbed headlines for good reason: if studios use generative tools to cut costs, the way narrative games are made could change fast. But Bruce Straley – co-director of The Last of Us and founder of Wildflower Interactive – pushed back hard, telling Polygon he rejects generative AI because it “only mimics its inputs and cannot grow and think for itself.” That contrast matters for anyone who cares whether the voices, performances, and environments in their games are built by people, not pattern-matching algorithms.
Don’t fall for the idea that “AI or bust” is the only path forward. The last two years have produced headline games whose emotional beats and acting rely on old-school pipelines: hundreds of hours of motion capture, live performances, and iteration between writers, actors, and animators. Naughty Dog’s The Last of Us Part II Remastered, Remedy’s Alan Wake 2, Ninja Theory’s Hellblade II and BioWare’s Dragon Age: The Veilguard are concrete reminders that immersive, human-crafted narratives are alive and kicking.
Take Straley’s position seriously as more than nostalgia. He’s not just snubbing AI on principle — he’s highlighting a creative risk: generative systems regurgitate patterns they’ve seen. That can flatten character choices into clichés. Developers like David Gaider have echoed the concern, arguing collaboration and craft get lost if studios treat AI like a magic wand.

These are the games industry marketers now lean on when they want to say “this was handcrafted.” That’s not accidental — teams are betting that human-led mocap, audio, and writing still create the kind of emotional precision generative models routinely miss.

If you care about performances and nuance, prioritize titles that list motion-capture actors, psychology consultants, and extensive VO sessions in their postmortems. If you don’t care — if you want faster, cheaper licensed content — AI tooling will probably make more things cheaper and more numerous. Both paths will coexist: some studios will use generative AI for rough drafts, secondary assets, or to speed QA, while others (like Straley’s Wildflower angle) will market the handmade aspect as a quality signal.
The debate is hitting hard because AI tools matured quickly in 2024-2025 and are cheap to adopt. Druckmann’s optimism is about scale and experimentation — more ambitious projects become technically and financially plausible. Straley’s response is a reminder that lowering costs can lower craft. For players, this is the tension between more content vs. deliberate, expensive artistry.

Neil Druckmann sees AI as an accelerant; Bruce Straley insists some things must remain human-made. If you value actor-driven performances and handcrafted narrative beats, the recent crop of mocap-heavy games shows that world-class storytelling without generative AI isn’t extinct — and studios are increasingly treating “no-AI” as both an ethical choice and a marketing badge. Play the titles that list mocap, live VO and expert consultants if you want human nuance; expect more AI-assisted mass content elsewhere.
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