What’s All This About a Chair, Anyway?

What is a chair?

You might have heard that a fairly large board game publisher recently crowdfunded an entry in a well-loved series using AI-generative illustrations. Now, here at Space-Biff!, it’s my policy to pass on any titles that use generative AI in place of human craftsmanship. There’s some nuance there; I’m talking about image and text generation, not assistive tools, although plenty of people talk about those two things like they’re identical.

But I get that many people may not understand such a stance. So let’s talk. What follows is an explanation of why I’m not interested in covering games that use generated images and text.

Forget the fingers. Look into those dead eyes.

Wee Aquinas vs. a semantically dead version of Wee Aquinas.

I. The Art of the Chair

Many of us have learned a lot over the past year about how a generative artificial intelligence produces images. The best metaphor I’ve heard is that it’s a learning map. We tell the AI to learn about what a “chair” looks like, and it trains on countless images, learning the gist of a chair’s shape and dimensions. After a few million cycles, it now knows that when it receives a prompt for a chair, it should produce an arrangement and selection of colors that replicates the concept the machine has had tagged as a chair.

The defenders of AI will point out that, hey, this is also how human brains work. We create a cognitive map of a thing’s necessary and sufficient features and then replicate them. This does some heavy lifting for their argument, because when humans recognize chairs, we’re also drawing on countless images and descriptions of chairs. If humans also draw inspiration from other pieces of artwork, then it must be okay for AI to do the same.

Except that’s not actually how art works, and the fact that someone would use such an analogy to defend AI generative images or text exhibits is rather telling. Because they aren’t explaining why AI generation is art. They’re explaining that they don’t know what art is.

When I say “Draw a chair,” we can divide the outcome into two broad results. The first is that our test subjects draw a chair. Four legs, a sturdy back, probably wood, whatever. That’s because we’ve engaged in a cognitive experiment and confirmed that, yes, human beings do indeed create cognitive maps around definitions and then adhere to those definitions.

But something else can happen. Let’s say we ask Pablo Picasso to draw a chair. Or Tim Burton. Or G.R.R. Martin. Or Dr. Seuss. Or any number of other artists. Those chairs will conform to our cognitive map of what a chair ought to be. But they might also defy it. Instead of producing the “necessary and sufficient” cognitive version of a chair, the one that’s as close to the ideal of what a chair ought to be, they will produce something we recognize as a chair that also tells us something else. Maybe the chair will be a single peg sprouting from the soil only to terminate in a low-backed stool. Maybe it will be a throne of swords that threatens to spill the blood of its inhabitant and remind them of their grim responsibility. Maybe the chair will be drawn from every angle at once and usher in an entirely new style of perception. Maybe the chair will be a wide nimbus of femurs and rib bones. Maybe it will be pornographic, or regal, or a cozy barstool.

But it will not be just a chair. It will be art.

Crud, you've probably heard his name invoked like some sort of God of Criticism, usually by people who aren't especially familiar with his work. Which of course is a terrible fallacy. I'm the God of Criticism.

You’ve probably heard about this guy. (This is not an AI image.)

II. Roger Ebert Hastily Backpedals

I was fresh out of high school when Roger Ebert stated that video games were not comparable to the artistic efforts of other mediums. Like many others of my age and inclination, my initial reaction was a pimpled rage. To my credit, there were some unexpectedly good games out there. I’d cut my teeth on Planescape: Torment; surely the extent of Ebert’s experience with the medium was, I dunno, Mario Kart.

Over the next months, Ebert’s position became increasingly clear. In response to one thoughtful query, he wrote:

I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.

I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.

In a later conversation, Ebert further clarified. When asked if all films were art, he responded that, no, they are not. Raging Bull is art; Pirates of the Caribbean: The Curse of the Black Pearl is not.

Now, there are two ways to interpret that statement. The first interpretation, and the one I held for a very long time, is that Ebert was making the classical error of confusing “high art” for “all art.” In this perspective, art only becomes art once it’s good enough. I’ve never liked this argument myself. I’m not much a fan of essentialist thresholds. Besides, I’m one of those weirdos who parrots aphorisms like “The world would be very quiet indeed if only the prettiest bird sang.” Much of my favorite art could fairly be characterized sentimental trash.

But I don’t actually think that’s what Ebert was saying. I think, rather, he was speaking about intentionality. The reason Raging Bull is art but Pirates of the Caribbean is not is because one of them was crafted by an author while the other was crafted by a machine. A corporate machine, to be precise, with six principal writers, a director not exactly known as an auteur, and who knows how many studio and property-holder notes. Raging Bull, on the other hand, is Martin Scorsese through and through. It has authorial vision and a deliberative nature.

Now, this is to say nothing of quality, and certainly nothing of subjective tastes. I doubt that Roger Ebert would disagree that you are free to prefer the swashbuckling adventures of Elizabeth Swan, Will Turner, and Jack Sparrow over Jake LaMotta’s bouts with his personal demons. Nor, really, is this about gatekeeping. Ebert was unabashed about enjoying trash.

Rather, I think Ebert’s theory of art was, at its heart, a very simple one. Art is something humans produce. It is not something machines, social or otherwise, cobble together from mathematical formulae.

Mammon! I see Mammon here! ... wait, why aren't all the Christians flipping out with me?

One type of machine. (This is not an AI image.)

III. Modeling Art

Of course, this raises a rather sticky question, one that plenty of very smart thinkers have taken a stab at with very little consensus: What, then, is art?

Now, I want to be clear that Ebert’s perspective — and really, this is my perspective on what I think is Ebert’s perspective — is only one model, one definition, of what “art” might be. There are plenty to choose from.

For Plato, a work of art was an incomplete and flawed imitation of a perfect conceptual form, and was thus an inadequate method for acquiring real knowledge. Georg Hegel went the other direction, arguing that art was a perceptual gateway to truths that could only be arrived at rationally. Immanuel Kant is less interested in defining art than he is in examining what happens when we make aesthetic judgements, but he arrives at the idea that art is the purposive expression of beauty; that while a landscape may trigger the part of our mind that appreciates aesthetics, it doesn’t really qualify as art because it wasn’t deliberately crafted to trigger that emotion. Meanwhile, Cartoonist Scott McCloud famously declared that art is anything humans do that isn’t directly related to survival or reproduction.

Now, these are all quick and dirty descriptions of some rather heady aesthetic philosophies, and I’m not trying to come down on one side or the other. This might surprise you, but according to my own rubric I actually don’t believe that board games qualify as art. Of course, given that I’ve dedicated thousands of hours to trying to elevate the way we discuss this medium, it should be obvious that I don’t mean this in a way that portrays board games as somehow “less than” art. Rather, it’s that I conceptualize play as a function of culture that runs parallel to artistic endeavors. Whether we’re talking about sports, gambling, friendly competitions, or formal rules-based activities like board games, these pursuits satisfy a different need than, say, a story. That said, I’m very much aware that boundaries are not always useful, and that some board games might cross the line from Play into the domain of Art. Or vice versa! The point is, there are lots of ways to think about the function of art in society.

But there are commonalities between those theories. Brush away the competing perspectives on capital-t Truth and you arrive at a shared kernel that’s more or less intact across all of these models. That common thread is purpose, intent, or deliberate creation. Art and play are things that humans do. They are produced by humans, shaped by humans, given meaning by humans. Art doesn’t happen without human input.

“Sophistry!” cries the AI Bro. “Art is a pretty picture! You can see it right there! With enough careful selection and upscaling, you can’t even tell the difference between the produce of generative AI and pathetic meat-made art!”

Okay, so let’s get into that. Because art serves an actual function beyond being something you can commodify and sell.

This is something I've given lectures on, actually. We find all sorts of things in archaeological digs. Humankind's most common early artifacts are related to food preparation and clothing. But a close third? Playthings.

Not pictured: The tribe inventing games. (This is not an AI image.)

IV. Art Arises from Pareidolia, But Pareidolia Is Not Art

Imagine you are an early hominid living on the shore of a great salty sea, on the barrier between forest and desert and beach.

Your people selected this home for its safety and abundant resources, but dangers abound. There are small floating creatures in the sea that sting, leaving your kin ill for days. The young or the old rarely recover fully from such an assault, and sometimes seize and die. The nearby forest is rich with fuel — fire, you give it two opposable thumbs up — but it’s easy to get lost among the trees, and there are snakes and beasts that will gladly snatch a lone wanderer. There are reports that another family has settled nearby. Supplies have gone missing, and you suspect these newcomers are to blame. But another clan means opportunity as well, whether for trade or mating or the new stories unknown people can tell.

In such a situation, your survivability isn’t so much a question of raw strength and endurance. Even the strong break bones, and even the longest runners tire. Rather, it’s a question of pattern recognition. Can you spot a jellyfish among the rippling water, pick out a snake in the grass, or determine whether to trust or fear your neighbor?

These talents are potent. They’re the reason for your success. Fortunately, they come deeply ingrained in the way you perceive the world. You can see the stonefish among the coral, or pick out tiger stripes among the tall grass. This process, which we call “pareidolia,” extends not only to visual and auditory stimuli, but also to the way you understand intent. This is imperative, because you need to understand that certain creatures or people mean you harm while others are safe. And because you’re a communicative creature, the members of your family tell each other about what they’ve learned.

This is all excellent stuff. By recognizing patterns and telling your kinsmen about them, there’s a very decent chance your children won’t stuff their bellies with the wrong berries. At times, however, this talent goes wrong. Seeing patterns isn’t very useful if you only recognize them when they’re obvious. Noticing the saber-toothed tiger only once it’s falling on your head simply won’t do. So that part of your brain tends toward the active. You see faces in vines and creatures in clouds. When those newcomers mumble to one another in a tongue you only partially understand, suspicion stirs in your breast. When a storm blows in after some vigorous me-time, you wonder if maybe the sky prefers you’d leave your genitals alone, thanks.

How do you compensate for this overcompensation? You use the same talent to your advantage. You observe the world and then you talk about it. You bounce ideas back and forth with your family and maybe even the newcomers living up the beach. Over time, it becomes apparent that similar people can think very different things, and very different people can think very similar things. You start building those ideas into a conceptual framework that explains why the world operates the way it does. And you share those frameworks with fellow hominids, first as a matter of survival, later because it feels good.

And you keep doing it. For a million years and more. You do it with such enthusiasm that it becomes as much a part of who you are as eating and mating.

This is art.

A machine for FUN — okay, let's pretend I didn't say the swear.

Yet another type of machine. (This is not an AI image.)

V. The Parasite in the Bloodstream

Let me be declarative for a moment. Art is a human endeavor. Art is the process by which we human beings interpret and understand the world around us. Existence has no inherent meaning; at least I don’t believe it does. The swirl of motes that dance about us do not have feelings of justice. The swaying branches of the trees above do not in fact contain faces. When a tsunami kills a quarter million people, this is a senseless event. It’s when we examine the million data points around us and draw it into a shape that reflects our subjective reality in some way, whether through telling a story, painting a face, even shaping agency via play, we have created art. This is a deliberate process, but it’s one that we humans can’t help but engage in nearly every day, both as creators and recipients.

Just because this process is deliberate and interpretive doesn’t mean it can’t be whimsical, or absurd, or nonsensical, or whatever. I’m not saying art has any inherent hurdle it has to cross before it stops being a doodle and becomes art. It just has to be something a human has deliberately created because it gives shape to this chaotic world. It can be a doodle! It can be as small as a blown raspberry or a silly face, or as huge as a multi-million dollar production.

Okay, but can’t AI-generated art be deliberate? Maybe if we twist my meaning around enough. But it’s deliberate in the way a search engine is deliberate. Here’s a thought experiment. If I open a search engine and type in a term — perhaps “chair” — are the images that pop onto my screen works of art that I have created? Am I an artist?

Whenever I offer this hypothetical, AI Bros become gymnasts. “Of course you can be inspired by a search! People have always done art research!” Which, you’ll note, is nowhere near what I asked. I can stare at a patch of dirt and be inspired. That doesn’t make dirt into art. Again, that’s pareidolia. Just because a landscape can be beautiful doesn’t mean it’s art. It’s only in the act of purposely creating something that art is formed.

The same goes for generative artificial intelligence. You may have noticed that I decline to call it “AI art.” The whole concept is a misnomer. I might as well offer other mismatched terms by saying that a machine plays or digests or grows exuberant. By definition, art cannot be made by a machine. In Ebert’s case, it can hardly even be made by a corporate machine, and that’s still a structure dominated by feeling humans.

Even calling it “generative AI” triggers an admittedly persnickety part of my brain into engaging in an etymologist’s fallacy, because “generative” is a word we use in another context: generation, as in reproduction. Something is generative when it reproduces its own kind. When a human creates art, it will inevitably be inspired by the art they observed before.

Now, I want to be clear: at some point in our evolution, we invented art wholesale. We learned how to tell stories and sing songs and slap handprints on cave walls. We did that. Meaning from chaos. Order from the inchoate. That’s a beautiful and mind-blowing step in the story of who we are as a species. It’s written right into our helices that we are creative creatures who sing shapes into the cosmos.

Because of that, it’s entirely fitting that we draw inspiration from one another. The stories we tell are more meaningful and refined because of the thousand stories we’ve digested before.

An AI engine, on the other hand? It can only train on the things we’ve made. Once the system swaps to training on AI-produced images, it collapses into formless rubble. That’s because nothing about generative AI is actually generative. There is no semantic meaning behind the semiotic constructs it spits out. It’s a parasite; its host is us. Oh, it results in images that are very art-like; but our comprehension of those images relies entirely on our capacity to see meaning in static. The machine itself sees no chair. It sees a clustering tendency, a color palette, spaces that are usually empty when humans attach an image to the proper tag.

This is also why I’m suspicious, but undecided, about generative AI being employed as part of the creative process rather than short-circuiting it altogether. I’m an advocate for what Amabel Holland calls “bad” work, but which I suspect hews closer to “novice” work or something of that nature. Not every game is entitled to polished illustrations. There’s room for stick figures in art, or functional art, or art that struggles to express itself. I’m thinking not only of Holland’s work here, but also Splotters and 18xx and the dozens of rough but compelling gems I cover on Space-Biff! every year.

My current stance comes down to another thought experiment. If somebody could write a cowboy story, but found their prose lacking compared to that of Cormac McCarthy, and a generative AI could give their story a comb-over that would bring it within spitting distance of McCarthy’s descriptions, would that be a suitable substitute? Personally, I have a very hard time accepting such a tool as valid. This isn’t the same as a time-saving or assistive tool like a word processor or a spellcheck. It’s a generator that circumvents the human intentionality of art altogether. The words cease being the author’s and become the algorithm’s. Why should I bother to read something nobody could be bothered to write?

Perhaps there’s another requirement bouncing around my head when I think about art. It must be yours, flaws and all. That’s the only way it can be a full expression of your attempt to decipher the world around you. Otherwise you haven’t deciphered anything; you’ve offloaded that most human of efforts onto a machine.

I want to note that the ethical concerns with generative AI are real and valid, but also wholly secondary to my principal concern. Were we to produce an ethical version of the same process, my concerns would not disappear.

Some “bad” art. (This is not an AI image.)

VI. Why Do I Care About Chairs?

Because I care about meaning.

Art is a form of communion. We create art, we share art, we consume art. We don’t undertake these activities because they’re commodities we can purchase. We do them because they are the lifeblood of who we are as creatures. As such, art isn’t mere semiotics. It’s inseparable from the semantic meaning behind the artifact itself.

As a critic, I’m interested in examining the shapes and meanings we impose on the world. When somebody presents me with a game, I’m immersed within a solid-state expression of that designer’s deliberate intent. Their language is built of systems, illustrations, textual statements, rules, limitations, possibilities. But even though these are unfamiliar organs of creation when it comes to more traditional artistic mediums, they aren’t all that different from a sculpture’s stone or a painter’s pigments or a storyteller’s narrative beats. They are the medium, the tools, the method of conveyance. By communing with someone else’s creation, I receive a glimpse — an imperfect glimpse, all too brief and limited, but a glimpse nonetheless — of that creator’s understanding of the world around them.

There is no intent behind a machine’s produce. None whatsoever. Sure, it might produce a legible image or readable text. But again, that’s an imitation of something a human has produced, but one that skips the deliberative, interpretive steps that a human mind undertakes when they produce art. The result is a formless mass. It’s the exact opposite of art, because it doesn’t imbue the world with form and shape and meaning. It’s more noise, not more meaning.

When an AI Bro says, “But you use a word processor to write text rather than writing by pencil, don’t you? So what’s the difference?” they betray their perception of art. In this mode of thinking, art is only a product. Content, nothing more. And because it is content, something meant to fill our screens without filling our hearts, its only objectives are efficiency and profit. Such an impoverished attitude may serve well enough when it comes to steel beams or bundles of hay or word processors. For all I know, it will prove well enough for most players of board games.

But it isn’t enough for me. Both as an artists and as someone who critiques a great deal of art (and play), the entire reason for engaging with this stuff is because I want to interface with this incredible thing human beings produce. We all produce art, or at least we did when we were children. We have all breathed meaning into the world around us. To turn that process over to a machine is to deaden the portion of ourselves that kindles meaning. Or, at the very least, it blurs the line between true creation and imitation.

Better? Not bad? I don't think it matters. This is an expression of a place that communicates how its illustrator sees that place. I learn about that place and about its creator by engaging with it — and moreover, I learn about myself, too.

A different form of art. (This is not an AI image.)

To explore creation is why I started writing Space-Biff! in the first place. I’m proud of what I’ve made. I’m even proud when I look back at my earlier articles, which were fumbling on every level, because it reminds me of how far I’ve come. That is something I accomplished because I stuck to something my grandfather always said: “If something is worth doing, it’s worth doing badly.”

That, to me, is an unmissable part of creation. We create because we cannot help but create. Our creations always start out bad. Always. But if we work at it enough, our creations become better. In the process, we become better, too. Had I leaned on generative AI to produce my site’s articles, the greatest loss wouldn’t be that Space-Biff! could not exist as it does today. I’m not so self-aggrandizing as to believe that my silly little website adds all that much to the world. For all I know, maybe a machine could have resulted in a version of Space-Biff! that’s every bit as good as it is right now. Maybe even better. But no. The greatest loss wouldn’t be that. It would be that I wouldn’t have become myself. I wouldn’t have shaped my tastes and skills. An article wouldn’t have gone from consuming six hours, sometimes even multiple infuriating nights, to taking an hour. I wouldn’t have become confident in my aptitudes. I wouldn’t have shorn my weaknesses to a finer stubble. Speaking entirely literally, I wouldn’t be me.

That’s the beauty of art. As we create, we are created. It’s something we do as effortlessly as breathing. We need no machines to create. And in the process of imitating it via an engine, we counteract the very reason to create in the first place. All that remains is something we can sell.

That’s why, as both an artist and a critic, and I have no intention of covering games that circumvent the human element. To evaluate the produce of generative AI is a dead end; there’s nothing there. I might as well critique a lump of clay that has never been touched by human hands. Art and play are human endeavors, and that’s where my interests lie.

 

Special thanks to James Matthias not only for designing my current Wee Aquinas avatar, but also for indulging me by drawing a pair of chairs. He is an artist.

This article was funded by the generous donors at my Patreon, who regularly receive early glimpses of difficult pieces. My next article, about the highlights from SDHistCon 2023, is already live there for donors.

Posted on December 12, 2023, in Board Game and tagged , . Bookmark the permalink. 39 Comments.

  1. Thank you!

  2. This is excellent, you managed to articulate things that I was only dimly intuiting. Thank you so much.

  3. I agree with and understand your viewpoint, but for the last year or more I have been struggling with the location of the line of acceptability. There are so many ‘what ifs’ that push the acceptability into the gray area for me…

    For instance, what if a game designer hires a prolific artist to draw many landscapes of a planet. Then that designer trains an A.I. on those images such that more similar landscapes of a planet can be generated, but with minimal outside training data to water down the artist’s vision of this planet. What if in addition to this, the designer has artists design ships, aliens, plants, etc… and the AI is trained to place these things within the landscape in a manner that appears natural. Finally, what if these images are used as the foundation of a unique deck game like Keyforge where each deck features unique landscapes with these features.

    In short, what if instead of simply using Midjourney in a game like Terraforming Mars, someone wrote a carefully designed algorithm trained on a curated collection of art under the permission of a fairly compensated artist, and then uses that art for a game that could not exist without such an algorithm? What if the algorithm and the artist are both clay carefully formed together to create something new? Could this be considered art?

    • Why not just pay the artist to produce the works themselves at that point? Using AI in this manner just smells like generating filler content on the cheap.

    • That’s why “functional equivalence” is a dead end when it comes to human concepts. In your example, you are also expanding the contribution of the human artist, as if you feel that its higher proportion makes something more like art. The question is whether we can call something a work of art that is not the result of the human creative process. If so, then a zero percent contribution from your imagined artist would be enough. If not, you can’t really go below one hundred percent.

      • I have a hard time with this. I don’t see how an artist drawing 1 landscape is any more or less art than an artist drawing 100 landscapes. What would you consider ‘below 100 percent’? Any algorithm at all involved? Because that would eliminate a huge majority of games that use digital art. A blurring or digital removal tool that has been a staple of digital art programs use similar statistical analysis of neighboring pixels as a generative AI algorithm. Surely this would constitute at least 1% computer contribution, dropping the artist’s contribution to 99%. Now their work cannot be considered art.

        Here is the same ‘what if’ from a different angle. You’ve got games with algorithmically generated decks like Keyforge or Solforge Fusion. The algorithms that generate these decks were crafted by a tight collaboration between a software developer and the game designers such that each deck can be unique yet still give the players an intended experience. Does the existence of the algorithm make Keyforge or SFF less of a ‘game’. Because these games simply couldn’t exist without the algorithm. No one can hand design millions of decks to create a similar experience. The algorithm is a necessary component.

        Can the same thing be applied to digital art? Could a software developer work in a tight collaboration with an artist to construct an algorithm that creates a vision that otherwise couldn’t exist without the algorithm? Does the existence of the algorithm completely nullify the art, meaning that such a project is never worth doing? Does the necessity of the algorithm combined with the involvement of the artist push the needle at all, or is it simply a binary? If there is an algorithm involved, it is as worthless as dirt?

        To be honest, I haven’t really settled on an opinion on this. The answer to big questions like this are usually ‘it depends’ and when I hear hard stances, I tend to push against it. I am firmly against game companies using off-the-shelf generative AI like midjourney. Humans need to be involved. I am also against the usage of generative imagery in games as we know them. But does this mean that somewhere in the vast unexplored realms of game design, there is absolutely no place for generative AI in some sort of way? I believe there is, but humans need to be real creative to figure out what that looks like.

    • Generative AI programs are trained on m/billions of pieces of data. You can’t generate an AI program based on a handful. Any artist using generative AI is going to have to rely on someone else’s (and likely thousands of else’s) work.

    • Many respected artists (like John Maeda) have practiced ‘generative computer art’ before the current wave of neural GenAI art.

      Their defining feature is that they do not fully control the output, but simply craft the ‘system’ (usually a program) with certain intention, and then random chance or other external inputs provides the final result.

      Traditionally this has been seen as analogous to a drip painting, where the artist has some agency, but the physics and chaos of paint splatter is also a player in the final out.

      One can interrogate the differences between that class of generative computer art, and current GenAI tools, but it’s helpful in any discussion to be aware of these precedents.

  4. Not sure it would bother anyone in the least to see a copy of Monopoly illustrated by AI.

  5. Really, really well written. Thanks.

  6. It is such a relief to read this. The point in this controversy of the meaning of art seems to be so immensely elusive that it is commonly merely glanced or avoided. Actually, I have come to suspect there is maybe a cultural predisposition to avoid the relevance of romanticism, carrying mostly its negative connotations, and thus making us numb to the emotional process involved when it comes to defining the value and meaning of art. This debate has brought back very old demons of the gap between the artist and the art observer.

  7. I highly value the intention that goes into the design decisions of the game. However, some components of games are either random or subject to forces entirely unrelated to the humans involved. The quality of the cardstock, for example, or the colors that the meeples are able to be in. The animating force of intention and individual personality is never able to fully permeate a game. So while I agree that intention behind games is a requirement for them to be worth considering in the way you do laudably well on this blog, I do not believe that lacking intention on one front is a bad enough sin to contaminate the whole game with meaninglessness.

    To put it another way, to remove art from most games and replace it with an image spat out by an AI, is no more harmful to the artistic integrity of the game, than to replace the art with a stock photo found on a stock photo website. That is, it is unfortunate, and for some games (Beacon Patrol, for example, the Dracula game as well) it would be deadly. But the soul of most designer board games is found elsewhere, in mechanics and flavor text and intended aesthetic feel, and the narratives produced by the combination of all three, and where an image (art or not) is used as a commodity, then it can be replaced by a commodity.

    I also think that some images where an image-making-AI is substantially involved are in fact art, but I expect most of the AI-made images that are added to board games to not be art, so this disagreement is beside the point.

  8. I’m copying my reddit comment:

    When I clicked on this article and realized it was an anti-AI piece, I almost stopped reading in annoyance. However, I am glad I took the time to read through it because it is a much more nuanced argument than I was expecting, and definitely worth taking seriously. However, despite my throat-clearing, I do think Dan is wrong in very specific ways here.

    The thesis statement for the article is:

    Art is a human endeavor. Art is the process by which we human beings interpret and understand the world around us.

    I think this is a reasonable definition and one we can work with. Art is the way humans assign meaning to the all the stuff which is happening all around us. We take a real situation and say “this is what I think is important, this is what I’m going to pull out” and simplify it down to something understandable by humans. Even when a novel feels like it is vast and incompressible, it is still condensing down all the data of reality itself into text.

    I don’t know about you guys, but I have been to various modern art museums, and there is a lot of artwork in there which takes very little technical skill to produce. Let’s take an infamous example – Piss Christ (but there are countless examples, just go visit a modern art museum). Piss Christ is a photograph of a crucifix submerged in urine. This artwork won an award, was very controversial, is famous, etc. But why? I’m sure I could go recreate it for under $50; it displays little technical mastery. On the other hand, it does communicate something about human experience, and it does have meaning (mostly about the weakening of religion in society).

    So what about it causes it be art? What causes a bus covered in graffiti placed in a museum to be art? It is the very act of choice itself, of selection, of saying “this thing deserved to be considered, in this context” which makes it art. And this choice is a human choice to assign meaning.

    From this point of view, AI art is no different than any other non-technical art. What causes it to have meaning? The fact that I ran the AI generator 50 times and I choose a specific image and said “yes, this is the one I want. This captures what I want to say about the world, and I am going to put it into my game to illustrate this thing which I have an idea about”.

    As an aside, board games are art, because board games are models and every model is necessarily a simplification of the real world, where you have selected which parameters you believe are important. When you take a real world situation or process and assign structure and VP gain to various aspects of it, you are making an argument of how you think the world works (or should work) and what aspects of it are valuable. This is inherently an artistic judgement. The art is not in the choices any individual makes while playing the game, they are in the structure provided by the designer, much like how a director designs the structure of a movie. For a stupidly simple example, if I design a game about power plants and running the coal plants gives me negative VP while running the wind power plants does not, but they are more expensive to build, this is an artistic statement about what reality is. I am making statements about how I perceive prices to work, and global warming, and so on. None of these statements are neutral – they all involve artistic choice.

    You can disagree with the definition of art I worked with, and that is fair. Perhaps you think art must have technical mastery done by humans; I think you are going to run into problems applying that evenly. Either way, I think Dan’s way of thinking about art definitely does not preclude AI art, and he is badly confused about the situation.

    • I would say I agree with you more than I agree with Dan. There is human intention behind AI-generated visuals, both in the prompt and in the selection (and often retouching) of the image – the computer algorithm is often given too much credit for the result, as a marketing gimmick. Also, “art” in board games is not always art but can be simply “illustrations” or “visuals”, more craftsmanship than art, and yet the board game itself need not be detracted by that (though the best board games are those where the design is elevated by the artistic intent and style of the visual art it uses imho).

      At the same time, I believe it is essential for us humans not to lose our agency, which includes art (i.e., human art). By embracing AI-generated visuals, I worry that we endanger our future creative abilities as a species. For that reason I am loathe to support AI visuals. At the same time, I itch to try generating illustrations for a game I am designing because I have a certain vision for them that I feel I might be able to achieve with enough iterations of AI generation, but I am not sure I could explain it well enough to an artist or be able to go through enough iterations with them to achieve it (let alone afford it).

      Regarding some modern “art”, I believe art should somehow speak to the true beauty in the world – be it real or imagined, physical or metaphysical – something that can elevate our hearts, minds, or souls. Ugly “art”, to me, is perhaps art by legalistic definition but not in essence, though I acknowledge it can be a very powerful and persuasive act of communication that also provokes thoughts or emotions.

    • I tend to agree with you, and would even add a specific example in which case AI-generated images is, I think, acceptable :
      Creating boardgames is a lengthy process. That requires a wide diversity of skills, from game design to drawing, passing by writing, clarity for the rules, graphism for the box…
      Whilst studios / editors definitely have the funds to hire people good at such jobs, it is not necessarily the case for indie game designers, who nonetheless want to create their game, and possibly it to be appealing, and not just with bland graphics because they cannot draw.
      In such a case, and nearly only in such a case, I consider that the use of AI-generated images is acceptable.

      For instance, i am following the creation process of a game called Erudia: Battle of Birthrights. The game designer clearly knows what he’s doing, and has hired a few people to do the cards’ illustration. However, quite a few of these illustrations have backgrounds (notably items, which appear in front of some kind of colour gradients). In his case, with his limited resources and lack of graphic skills, I definitely understand the use of AI to generate these gradients / blurry backgrounds, and do not blame him for wanting his game to showcase more than blank backgrounds despite financiary constraints.

    • Well articulated, I agree with this position.

      The main reason why I believe AI generated “art” can be considered art (in specific contexts), is based on my firm belief that humans will always be able to find a way to twist or repurpose anything for an unintended purpose, and specifically in the case of art, to convey meaning (witness Piss Christ).

      Cherry picking Dan’s argument about using a search engine to look up images. Is searching for the word “chair” and picking the first result art? I would argue, no. Can found and curated images of a chair using a search engine be used to create art, absolutely (and I would be surprised if hasn’t been done so already).

      For example, one element I appreciate about Dan’s posts is his clever use of images paired with snarky alt-text. I would consider it to fit the definition of art. Now I don’t know how Dan came about the photo of Roger Ebert, but there’s a good chance it was selected via an image search. In this article it sits strategically placed, providing the appropriate pause for humorous effect within the essay itself.

      Or in the case of Dan’s April fools joke, he purposefully utilized AI generated art to create an essay lampooning AI art (which I would personally consider art).

      The real controversial and harder to articulate element of AI “art” in my opinion is how it repurposes previous work. Which could really be a whole other essay about the work of repurposing in art and board games (and one I selfishly hope Dan takes on).

    • Well said. I have a similar initial reaction.

      However I think two points make the situation confusing:

      1. ‘The economic exploitation machine’ angle. Whereby I think we all agree that it’s terrible to devalue human creative effort, and it’s a tragedy how the capitalist/consumerist system has inexorable incentives in that direction (starting with ‘Hollywood machine made media’, and now continuing into ‘text to image generation on the cheap’).

      2. The question of *where* the ‘art’ is. The discourse is confused because marketers of text-to-image genAI ‘products’, pitch them as AI artist, and pitch the output as AI art.

      Where I think this conversation leads me, is to wonder if the ‘art’ is not in the output, but rather in the human input. In other words the GenAI tool simply produces an image, much like a camera. The human element produces the ‘art’. And much like a proud parent can think of their child’s smeary refrigerator doodle as worthy of the Met, the quality and import of the art is distinct from the creator’s judgement, or the technical quality of the piece.

      Duchamp famously turned a urinal into a piece of art.

      As a thought experiment, if Duchamp today did an image search for a picture of a urinal, or wrote a MidJourney prompt for one, or snapped a cellphone picture of one, in all cases the art is not in the generation of the image, it’s in the intention, selection *and* presentation.

  9. One other question: what do you think of the artistic status of
    1. Duchamp’s readymades?
    2. Collages?

  10. Ian O’Toole, in an interview on Sporadically Board, said that he considers the visuals he contributes to board games not to be art, but rather illustration. This seems relevant.

  11. I actually have not heard about this AI-illustrated series entry crowdfunded by a large company. What is it?

  12. Thank you for this piece. It is very clear and I DO agree with your conclusions. I’ll even forward it to my wife, who is an artist (well, I think she is, she does not).

  13. Using AI to produce images or texts is theft. Doesn’t matter if the loot is so mixed up that oftentimes you can’t tell where it was lifted.

  14. I am still thinking about this myself, but I suspect that the best defense of AI art is that art doesn’t exist as a property of the thing or the creator, but in how the audience experiences it. Does an object evoke an aesthetic experience that means something to the world of the one who experiences it? If so, it is art. In other words, focusing on what art *does* rather than what art *is*.

    • Yeah… I wrote a small rant up above, but now its time for another one. I’ve sat with this article bouncing around in my brain for a day, and your *does* vs *is* is where I am. This is where I think the issue is. The problem is that a vast vast majority of generative imagery is people typing ‘buff Yoda’ into Midjourney and having a chuckle. This *is* very stupid, and *does* nothing for anyone. It also is ethically problematic for all sorts of reasons. So from this viewpoint, yes… generated images are dumb garbage.

      But does a world exist where it can be more than this? Probably not in 2023 or 2024… but I do believe someone will eventually figure out how to use these tools in a way that is both artful and ethical.

      Overall, this is a bumpy avenue for Dan to announce he won’t be covering games with generative content.

      I get approaching it from an ethical standpoint… the world needs artists and cutting the artist out of the process is detestable. Terraforming Mars is a huge game from a big company that can afford to hire artists, just like it always has in the past. The only reason for them to use generated images is to increase the profit margin. I hope all involved are visited by three ghosts this Christmas. Simply refusing to cover games that don’t credit real working artists for the art is sufficient to block out these Scrooges.

      But to form the policy on an argument that generated imagery isn’t art is so nebulous. Distinguishing between these generators and assistive tools is thorny… especially with Adobe building this stuff into their editing suites. And referring to my rants above, it completely blocks any discussion of these tools being used ethically or artfully. At some point, the lines are going to become so blurred that there will be no objective way to actually enforce the policy.

      • I tend to agree.

        I’ll also add a huge disclaimer that I really enjoy and appreciate Dan’s work, and a big part of that is believing he should have the freedom to review (or not review) whatever he wants for whatever reason he wants. That is, the “critique” that follows is intended only as an exercise in engaging with the argument as presented.

        Further, not reviewing the Terraforming Mars expansion on the basis of ethical concerns makes sense to me and is a position I would agree with.

        Dan concludes this piece with the following paragraph:
        “That’s why, as both an artist and a critic, and I have no intention of covering games that circumvent the human element. To evaluate the produce of generative AI is a dead end; there’s nothing there. I might as well critique a lump of clay that has never been touched by human hands. Art and play are human endeavors, and that’s where my interests lie.”

        I absolutely agree with the opening sentence, but don’t necessarily see a straight line to what follows.

        For example, would a game that grabs art assets from DeviantART without permission “circumvent the human element” and be problematic, absolutely. Further, is this what most generative AI models are doing currently, essentially.

        However, the distinction of what is problematic for me lies less with the mechanics and more with the context.

        Take the example above, from a completely mechanical perspective the difference between a human browsing a website to pick the perfect archival photo to use in a historical game vs a human browsing a website to pick a piece of someone else’s art for a fantasy game are largely indistinguishable, but I think few could argue that they are morally equivalent.

        I believe AI can be used as an effective tool for human expression, in same way that Photoshop can be use for human expression. Nobody considers the Photoshop program to be an artist, and in the same way I don’t think anyone should consider the AI itself to be an artist. At the same time, I think few people would disagree that Photoshop can generate art.

        In the case of Photoshop it can be used ethically, unethically, intentionally, and or unintentionally, but undeniably it can create art. In the case of AI, how and if it can be used ethically is I think still up for debate.

      • I agree with you on all counts, Dan is awesome, and I appreciate him articulating his thoughts, support his stance on reviewing, whatever that might be, and also agree something about Terraforming Mars feels off to me.

        I don’t know what AI is yet. It doesn’t seem like the camera, which enabled a new type of artistic expression. I think you are also right on that generative AI is a tool of some sort. Photoshop is a good analogy, but not perfect. AI sort of combines art direction and creation in one thing, which is weird. Like, in the traditional way, if I describe what I want to an artist, who then illustrates it, who has intentionally created that art? Both of us, it seems, but we tend to give more credit to the illustrator for realizing it. This makes sense to me; a composition is only as beautiful as the musician, the image only as good as the interpreter of the vision. AI could reconfigure these roles between the visionary and the interpreter, and what it means to do both.

        A big problem with the current iteration of AI is that it is built on the work of artists, without their consent, and without compensating them. I totally agree this is a huge problem, but it seems like more of a problem with how AI is currently implemented than the fundamental nature of the technology.

      • Yeah, I think you and I are asking similar questions.

        I do think artists add a lot to games, and I would be sad if more games turned to AI art now. I tend to be a techno-optimist and agree with you AI will turn into *something* artful and ethical in the future. Though I could see it regulated to a minor role.

        I also think the conversation about AI art in games is healthy. I also think the community standard of not wanting AI art in games is good now. It sort of reminds me of the prohibition on joke stealing in stand-up comedy. It could have been that comedians are like musicians, who interpret material written by others, but the comedy community has decided to privilege comedians performing their own material. It’s a huge no-no to steal another comedian’s material.

        I also think about how there’s very little photography used in games, with the exception of historical photos, but I think that’s sort of it’s own thing. There’s something about illustrations that just feels right to me. But that’s weird, right? Like, no one is arguing photography isn’t art.

        I don’t think AI is really like the camera, but AI art is pretty noticeable now, and doesn’t really have the same feel. It’s easy to treat it more like joke-stealing. Maybe it will eventually get to the photos in games level though, where it’s used sometimes, but only in particular cases. Like a game designed through an algorithm, where every box is different. I know video game designers are already messing with this, so maybe they will lead the way.

    • Focusing on ‘does’ instead of ‘is’ (or how/why it came to be) leads one to the point where we must respect the random natural phenomenon of a leaf falling into a pond as ‘impactful and meaningful political art’, if someone thinks ‘wow, that leaf really strikes me as representing the hopeless plight of the individual in a capitalist society’.

      It’s an uncompelling framing, because it’s not very useful.
      “Art is anything anyone thinks is art.”

  15. I agree largely with what you write. I am however unconvinced that all images in board games constitute art.
    https://www.thegamespeople.co.uk/are-ai-images-in-board-games-unethical/

  16. If AI can’t even pick a truly random number then it can never be a creative force at all.

  17. “The world would be very quiet indeed if only the prettiest bird sang.”

    I agree. I think it would be a terrible thing if, say, a solo board game creator made a genuinely fun game but couldn’t afford to hire a professional artist and commission tens if not hundreds of unique pieces for their passion project of a game. I think it would be soul-wrenching to have to choose between releasing it with no art or copyright free placeholder artwork, only to be mocked for how terrible it looks before anyone even tries it, or release it with A.I. art only to be mocked and shunned on principle. I think it would be awful if the creator felt so disheartened that they never released that game out of fear of critics.

    • Draw your own art. Or find a publisher. Or use crowdfunding and pay an artist. Or put your money where your mouth is instead bypassing part of the creative process by stealing from real artists.

      If your game is as amazing as you think, the barrier to getting your game out there isn’t illustrations. It has never been EASIER to publish a board game, and you’re out here pretending that one critic’s policy to not write about inhuman trash is systematic oppression. Get over yourself.

      Signed,
      someone who has hired many artists to draw hundreds of card illustrations at an affordable rate

      • [comment deleted]

      • I’m glad you’re so successful. I guess not everyone in the board game business is as talented as you are. You’re certainly very talented when it comes to insulting people. Have an absolutely wonderful day!

      • All of this, and in addition, to create a game is to define an activity to be shared with others. Even if a solo designer is creating solitaire games, there is an attempt to create a bridge to other people. If you don’t care enough about the fruitful collaboration of working with an artist, should we trust that you’ve engaged in the collaboration process that is playtesting? If you want to design a game, a system or object of play, no one can stop you; if you want to sell a product, you have to weigh the pros and cons of engaging with people or cutting them out of the equation.

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