He dismissed the industry's common counterargument with characteristic bluntness: "'If we're not allowed to steal whatever we need, then the AI won't work as well!' isn't a very compelling argument" .
Even when studios claim they only use AI for concept phases, Gaider sees a dangerous loophole. He points to real-world examples of games that have shipped with AI-generated content by mistake, warning that "all you'd need is one lazy developer or one temp asset that's been forgotten or was placed by someone who's since left the team and you'd have an issue on your hands" .
Perhaps Gaider's most poignant argument concerns the next generation of game makers. He notes that the "drudgery" tasks — the repetitive asset creation, the basic quest scripting, the routine dialogue writing — are precisely the training grounds where junior developers learn their craft.
"It wouldn't be so bad if generative AI was seen more as an assistant, doing the drudgery while leaving more important tasks for the worker," Gaider told GamesRadar. "But we seem to be seeing more and more of the reverse: the AI is set to do the important work and the worker is around to 'clean up'" .
His direct question to the industry: "How are we going to train up the next generation of devs if we eliminate every entry-level task?" .
Drawing on decades of experience as a narrative designer, Gaider offered a pragmatic, time-budget argument against generative AI. "In all my time as a narrative designer I've never once encountered a situation where editing an inferior product took less time than simply throwing it out and redoing it would" .
He has "endlessly" found that editing AI-generated content is far more time-consuming than writing from scratch — and that the final result can only ever be "mediocre" .
Gaider has long dismissed AI-generated storytelling. As early as 2023, he told IGN that procedural content generation of quests and dialogue produces results that are "lackluster" and "soulless" . The problem, he explained, is structural: AI can produce something "shaped like a quest," but it cannot deliver the meaning and nuance that makes a game world feel alive
.
Gaider also criticized the unpredictability of AI-generated code. He warned that the process of appraising, troubleshooting, and cleaning up AI output — without understanding why it produced a certain result — "would be frustrating as hell" . He described the technology's lack of consistency as fundamentally unsuitable for proper development workflows
.
Gaider's conclusion is stark: generative AI "is not ready for prime time. There's just a lot of executives who really, really want it to be" . He does not entirely reject the idea that AI could someday serve as a useful assistant for routine tasks, but he insists the current trajectory — with AI in creative lead roles and humans cleaning up — is exactly backward
.