r/gamedev • u/PensiveHawk39 • 16h ago
Discussion How to stand out from AI games
I see a lot of posts on here from people who are worried about AI ruining the indie game industry. I think what’s more important is figuring out how to adapt, and for that, I have some tips.
I gotta be upfront and say that we haven’t released a game yet. We have a Steam page up for our first game, “Hello, Dr. Chamberlain,” and we’re aiming to join the February NextFest and then release shortly after that. BUT…I have a ton of experience staying relevant in the face of an overwhelming amount of AI content, which I think is super relevant to the indie game industry.
Basically, I’ve been a full-time writer for 7 years. About two years ago, AI led to me losing a few clients, and then early this year, I lost 60% of my work to AI. I adjusted using these same principles and very quickly got back to having a packed schedule. And my income now is even higher than it was pre-AI. I’ve also helped a handful of other professionals apply these same principles, and I think they’re just a good way all around to stand out in a world full of AI games.
Okay, preamble done. Here goes…
1. Don’t go generic. Make your game for a very specific person.
I think this is the biggest piece of advice I can offer. AI is good at mimicking mass-produced writing, games, videos, etc. It uses existing content to train, which means the stuff that’s already out there in droves is going to be AI’s bread and butter. Or, you know…an AI user’s bread and butter.
I actually learned this principle from one of my writing clients. He builds short-term rentals, and the industry got overrun with units during the STR boom a few years ago. Now, all of the generic STRs compete on price and have access to a small piece of the total pie. My client builds STRs for VERY specific people, and they stand out no matter how many other units there are in the area.
A good example is a STR he built for motocross enthusiasts. It has bike storage out front, a lift and a full repair station in the garage, and a custom network of trails on the property itself. It appeals to such a small group of people, but that group of people will almost never stay anywhere else because this place is made for THEM.
I think this same thing applies to indie games. Make a game for a very specific person, and there is way less competition (within that group of people, at least).
Our first game is a super-tough puzzle game with no hand holding and no objectives. It’s designed for people like US. We always wanted a game that didn’t give you hints, dropped you in without a formal tutorial, and had brutally hard puzzles that really made you work. We never got that, so we made it. And we’re confident there are others out there who want the same thing.
It won’t appeal to the masses, but we think that’s what will make it successful, provided we can find the audience we made it for (TBD on how well that works!).
2. Don’t go low-effort.
This SHOULD go without saying, but…I think it needs to be said: making a low-effort game sounds appealing, but you’re way less likely to get traction.
Again, I learned this from writing. A few of my clients got stars in their eyes when they realized they could get 1,000 words from an LLM for $0.02 instead of paying $500 to a human writer. I’m not saying AI can’t perform and let you create things with minimal effort, but everyone has access to it. Which means there’s nothing special about it. Which means an entirely AI game that’s low effort on the human side is going to compete with the masses.
I have to be clear here: this is not an anti-AI stance. I have my personal beliefs about AI, but I don’t think this is the place for it. What I’m saying is: don’t use AI as a crutch to crank out games with minimal effort on your part.
If you do use AI, make sure you’re also putting in your own work. Write a killer story and dialogue and characters if writing is your strength. Think about Undertale…it had super simple art, sure, but the story was incredible, which made it stand out. If programming is your strength, make something with unique mechanics that players can’t get elsewhere. Think about Superliminal, which had perspective-based mechanics no one had ever seen before (to my knowledge).
I think the goal should be to put as much effort into your game as possible, ideally in the areas where your strengths lie. You CAN succeed with “low effort” games, but I think indie devs have a much better chance of success if they put a lot of effort in. You’ll stand out because a lot of people are churning out low-effort games in hopes of catching lightning in a bottle. For most people, by definition, that won’t work.
I’ve seen this principle work in the writing world many times already. Sites that go low-effort and just churn out AI-only content are taking nosedives on the search engine results page. One client of mine who went low-effort saw an 80% dip in traffic in just a few months.
Again…this is not to say you should never use AI. I just think any AI use also needs to be coupled with immense effort from YOU to stand out from everything else.
3. Don’t eliminate your weaknesses
One thing I see people saying is that AI levels the playing field. A few years ago, you had to get good at programming, visual art, music, story, dialogue, character development, game feel, and a hundred other things to make even a halfway decent indie game. Now, according to some, you don’t have to be good at any of those things.
I get the argument for leveling the playing field…but is that actually a good thing? I don’t think it always is.
When we started working on our game, we had a very large barrier: neither of us knew anything about art. That’s a pretty big issue when you’re making a video game. We could have used AI assets, but instead of using LLMs to sand down our own rough edges, we decided to let our “weaknesses” define our game.
Eventually, we decided to make a game that takes place in an old-school computer terminal, largely because having it be text-heavy would make sense, and any art we needed wouldn’t be too hard to do with our limited experience.
And once we had decided to go in that direction, we had a slew of really cool ideas for how to incorporate the art we could handle into our game, how to create puzzles using the backdrop of a computer terminal, and even a story that made sense for the main character, who ends up using the terminal to hack into a computer system in a medical research facility.
I’m biased, of course, but I think the story is really cool, and the way we used a text-heavy game to tell the story the player experiences is also really unique. That never would have happened if we hadn’t let our weakness guide the game we were making.
Not sure I have writing-related examples for this, admittedly. But lots of games that do this become super successful BECAUSE of their limitations.
Undertale is a good example (again). The dev struggled with art, but the “low-quality” art gave the game its charm and was an impetus for the really unique combat system. The OG Silent Hill is another great example. The PS1 couldn’t render distance well. Instead of trying to work around that, the devs added fog that eventually went on to help define the genre.
In the 90s, id Software wanted to make a first-person shooter, but home computers couldn't render true 3D environments. So they built a raycasting engine that faked 3D by casting 2D rays from the player's viewpoint and calculating what walls would look like from that angle. That game became DOOM, a game now widely regarded as the godfather of first person shooters.
My advice here is not to try to remove your limitations. Instead, use those to spark creativity.
And that’s all I have for now. Hopefully this is useful to someone out there. I’ll couple this with one more insight that I’ve pulled from my writing career, which went through its own AI apocalypse a little earlier than the indie game industry, it seems:
AI isn’t the end of the world. You just need to learn how to adapt. And from personal experience, sometimes things are significantly better on the other side of that adaptation. It doesn’t have to be all doom and gloom. Keep your head up.