Electronic Arts (EA), one of the giants of the digital playground, recently held their annual Investor Day, turning what might have otherwise been just another financial affair into a showcase for the games industry’s increasing reliance on Artificial Intelligence, or AI. For years now, EA and its peers have been integrating artificial intelligence into their operations, but the company’s recent presentation shows us that there’s another horizon on the company’s radar, where artificial intelligence isn’t just an accessory for the games business – it’s the business model itself.
From the start, EA’s CEO Andrew Wilson declared that ‘AI is at the heart of our business’, an attitude that ran through his presentation. He unveiled a portfolio of more than 100 AI-related projects, spanning from the prosaic to the experimental. He categorised them into three broad areas under the headings of efficiency, extension, and transformation – indicating that AI will have a multifaceted impact on the businesses behind games and how they’ll be played.
Wilson pointed out how AI could enable new kinds of operational efficiencies, such as the stadiums packed with an impressive 10 times more spectators than the AI-void version of College Football 25 Wilson suggests that greater efficiencies through AI allow creators to fill gaming worlds with ‘more depth and intelligence’, and in turn enable gamers to immerse themselves in these worlds like never before.
After Wilson’s thrilling prologue, various EA execs provided examples of how AI is already shaping the game development process at EA. Laura Miele described The Sims Hub, a new marketplace that enables Sim-builders to rely on AI to help discover user-generated content. Miele also spoke about EA’s asset library – what she called the ‘Smithsonian of game assets’ – as a training ground for machine-learning models, including those behind EA’s ‘Script to Scene’ tool, which allows developers to create entire worlds from just text.
Shifting to EA Sports, Cam Weber featured their use of AI in EA Sports FC 25 and College Football 25, which transforms sports simulations by making them more realistic and tactically rich, taking games much closer to being lifelike.
Mihir Vaidya’s section focused on AI’s potential to introduce new gaming genres, expanding the gaming landscape without threatening AAA (triple-A) games by themselves. Vaidya’s demonstrations ranged from building an ever-changing skill map to interacting with a virtual Jude Bellingham. Artificial intelligence will become an integral part of creating meaningful, personalised play.
Although EA’s journey into AI excited some, it raised broader questions about ethics, sustainability, and AI’s future impact on the hugely popular video-game industry. Proprietary material helps to sidestep some copyright problems, but there are broader ethical questions to ask and issues of sustainability to address.
EA’s Investor Day forged the sense that AI is not merely a tool, but a force capable of transforming games into something more than they’ve ever been, increasing efficiency, crafting more vivid worlds and simulated human experiences, and offering new vistas and means of creative and imaginative expression.
Artificial intelligence (AI) is the term used to describe the emulation of human intelligence in machines built to think and learn. When applied to games, AI has moved far beyond early mechanisms and behaviours for NPCs, to a point where more abstract systems allow the generation of entire experiences and worlds, as well as the construction of narratives and being given life through interactions. This has the effect of deepening and enhancing the experience of games, but it also gives developers tools to construct narratives and experiences in ways that are more subtle and engaging.
While it’s difficult to predict what the future holds for AI in gaming, it seems likely that a future AI application to gaming can spit out many more novel experiences than a human ever could, possibly taking creativity and immersion to the next level – but hopefully will be created with respect for the ethical issues surrounding the future of the human touch in games.
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