
Even in programming there are common feature frameworks. Having a system enumerate them based on a unified design vision from a single source architect rather than 50 different design ideas duct taped together could help a lot. I’ve seen some horrendous systems where you can tell a bunch of totally separate visions were frankenstein’d together, and the same happens in games where you can tell different groups wrote different sections.

It’s assuming the ai output isn’t very good. It assumes it can create a framework that necessarily still needs the actual writers, but now they don’t have to come up with 100% of the framework, but instead work on the actual content only. Storyboarding and frameworking is a hodgepodge of nonsense anyway with humans. The goal is to achieve non-linear scaling, not replace quality writers or have the final product Ai written.

I can see how it could be useful, or mandatory in future rpgs. It can generate a framework for a real writer, with extremely large amounts of logical branching, a billion times faster. Then you go over the top of it and use the framework as concepts to use or revise. This streamlines the process, unifies the creative vision, and allows for such a large game without procedural generation that would haven taken a team 10 years or not at all, done in 2.

Physical versions only have value of they are complete and relatively bug free, and originally purposed to avoid big downloads.
Nowadays day 1 patching may be the same size as the install or larger negating half the point. The other half is lost because almost everything is a subscription, multi-player, or delivered with too many bugs as a beta test.
Collecting physical copies is a thing, but is niche.
What did dlss 4 and 3 do?