Lucas Pope secretive about new games due to AI fears

Indie developer Lucas Pope, known for Papers, Please and Return of the Obra Dinn, is withholding details on his upcoming projects out of concern over AI. He shared this stance during a recent podcast appearance. Pope hopes the situation changes soon.

Lucas Pope explained his reluctance to discuss work in progress on the podcast Mike & Rami Are Still Here, hosted by No More Robots co-founder Mike Rose and Vlambeer co-founder Rami Ismail. He said the current climate makes him wary of sharing ideas too early, fearing they could be 'slurped up by AI' or copied by others. 'It's not a hard rule. It's just I got a feeling about that,' Pope noted, expressing hope that 'that sort of breaks' so he can open up more freely in the future. He remains fond of talking about his projects but feels the situation has changed recently. Pope has a history of successful indie titles, including browser games like The Sea Has No Claim and Unsolicited, as well as Mars After Midnight for the Playdate console. He described his hits Papers, Please and Return of the Obra Dinn as pushing his luck and pondered whether to end on a high note. 'Do I really want to maybe just go out on a high note? Why drag myself down with the next thing that people may not like?' he asked. Pope feels fortunate with those games' focus on narrative, gameplay, and mechanics. No details have emerged about Pope's next project, and his comments suggest information may not surface until it nears completion.

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Josef Fares gesturing passionately in an interview, warning against overemphasizing AA games, with Clair Obscur and AAA elements in the background.
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Josef Fares, director of Split Fiction, has cautioned the gaming industry against fixating on double-A titles following the success of Clair Obscur: Expedition 33. In a recent interview, he emphasized the need for diversity in game publishing, including triple-A blockbusters. Fares also defended publisher EA and expressed skepticism about generative AI's future role in development.

Goichi Suda, known as Suda 51, has explained why his studio Grasshopper Manufacture avoided generative AI tools in creating the upcoming action game Romeo is a Dead Man. In an interview with Eurogamer, he described AI-generated content as feeling 'off' and emphasized the value of human passion in game development. The game draws from zombie films and other influences, releasing on February 11 for PC, PS5, and Xbox Series X/S.

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The Indie Game Awards 2025, organized by Six One Indie, revoked Game of the Year and Best Debut Indie Game awards from Clair Obscur: Expedition 33 after developer Sandfall Interactive confirmed using generative AI for temporary placeholder textures—a violation of the event's strict no-AI rules. Blue Prince and Sorry We’re Closed are the new recipients amid criticism of enforcement timing.

As 2025 draws to a close, GamesIndustry.biz staff have compiled their personal highlights from a year packed with new releases. The selections span genres from action adventures to puzzle games, reflecting diverse tastes among the team. Published on December 31, the roundup celebrates titles that stood out for their innovation and enjoyment.

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Take-Two Interactive CEO Strauss Zelnick has reiterated that AI cannot produce massive hits like Grand Theft Auto 6, calling the notion laughable. In a recent interview, he emphasized the need for human creativity despite AI's potential to assist in asset creation. Zelnick expressed surprise at market reactions to AI tools like Google's Genie.

Owlcat Games has revealed it employs generative AI during development of its sci-fi RPG The Expanse: Osiris Reborn, but only for prototyping and placeholders that will be replaced by human work. The studio also announced a spring 2027 release, a closed beta starting April 22, and day-one availability on Game Pass Ultimate.

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Larian Studios has reversed its approach to generative AI for its upcoming game Divinity following fan backlash. In a Reddit AMA, CEO Swen Vincke announced the studio will avoid AI tools entirely during concept art development to eliminate doubts about art origins. The decision extends to writing, ensuring all creative assets remain fully human-made.

 

 

 

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