Todd Howard says AI can't replace human 'creative intention,' but it's part of Bethesda's 'toolset for how we build our worlds or check things'

NEW YORK, NEW YORK - JUNE 04: Video game designer Todd Howard is seen arriving to The Inaugural Gotham TV Awards at Cipriani 25 Broadway on June 04, 2024 in New York City. (Photo by Gilbert Carrasquillo/GC Images)
(Image credit: Getty Images)

During a recent event for the second season of the Fallout TV show that premiers later this month, Bethesda's Todd Howard joined the press junket fray to talk about the lasting influence of New Vegas, skipping the "war never changes" refrain, and—in an interview with Eurogamer—the use of AI in game development.

"I view it as a tool. Creative intention comes from human artists, number one," Howard said. "But I think we look at it as a tool for, is there a way we can use it to help us go through some iterations that we do ourselves faster?"

It could be tempting to ask how generative AI could "protect the artistry" when it often relies on bodies of training data that incorporates—or "steals," depending on your inclination—art without the permission of its creators. But it's possible that Howard's referencing applications of machine learning and automation tech that are now being colloquially lumped in with LLM and gen-AI software, despite predating the recent AI boom.

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News Writer

Lincoln has been writing about games for 11 years—unless you include the essays about procedural storytelling in Dwarf Fortress he convinced his college professors to accept. Leveraging the brainworms from a youth spent in World of Warcraft to write for sites like Waypoint, Polygon, and Fanbyte, Lincoln spent three years freelancing for PC Gamer before joining on as a full-time News Writer in 2024, bringing an expertise in Caves of Qud bird diplomacy, getting sons killed in Crusader Kings, and hitting dinosaurs with hammers in Monster Hunter.

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