

Maybe I’m not old enough but I don’t remember a time where shareware and freeware were part of a physical distribution channels. Most of my shareware I found on the internet and my knowledge of the Amiga public domain comes from Aminet, which started as a FTP site. I still had to get physical discs for full games, but shareware and abandonware I could easily find on the web.
As for for many big companies starting as indies. I’m not arguing “indie” didn’t exist back then, my point was that it was too expensive for most people to be indie. The fact that we had 10-20 “indie” studios (kinda hard to call them indie when most of the time they also ended up being publishers for other studios) back in the day and now we have thousands of indie studios supports my point that it is easier to be indie today than it was when physical media was dominant. Part of it is because of easier development tools, part of it is easier publishing.
I feel like we have pretty good concepts and tools for world gen. If games are going to use AI I’d expect the best results to be in quest systems. Most games struggle to procedurally generate good quests. They end up feeling formulaic in almost every aspect.
I imagine even if the quest structure stays the same simple “go to X and do Y” but you let AI generate a good reason to go on the quest it instantly improves the quality of procedural quests.
But that assumes AI can generate a good reason and I have my doubts about that, and a lot of other things AI supposedly can do.