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Generative artificial intelligence has become a topic of intense debate in the gaming industry, often associated with disruptions such as rising hardware costs and potential job losses. While there are practical and common uses for the technology, the high expectations and sometimes bad publicity surrounding futuristic executive promises have created an environment of fatigue and skepticism.

In this scenario, on August 23, 2026, the subject came up in a conversation with Tim Willits, creative director of Saber Interactive and also co-owner of id Software between 1995 and 2019. During an interview given at Gamescom 2026, he observed Saber’s experiments with AI in future games, including the recently announced *Rideshare Simulator*, and sought to clarify some points to clear up misunderstandings.

Saber Interactive, the company where Willits currently works, faced recent controversy over *Rideshare Simulator*. The company was criticized for allegedly delaying the disclosure of the use of AI on Steam, being exposed by a former screenwriter who claimed to have been fired for this implementation to occur.

After the controversy, Saber’s CEO, Matthew Karch, publicly criticized the writer, but later apologized. Willits, in turn, assured that the main campaign and secondary missions of *Rideshare Simulator* were developed by human scriptwriters, and that AI is only used in an optional game mode, Free Ride, to generate new narratives for passengers.

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Willits explained that the use of AI in this experimental mode aims to expand the possibilities of new stories and that it is seen by Saber as an opportunity for small-scale learning about the technology. He also stated that there is no generative AI present in the studio’s big titles, such as *Hellraiser*, *Turok* or *Stuntman*.

Despite Willits’ justification, the claim that certain functionalities are “only possible” with generative AI can be questioned. Although the technology can generate a continuous flow of dialogue, a mode with conversations varied enough to avoid repetition could, in theory, be developed by human scriptwriters and voice actors, even if not in an “infinite” way.

Willits expressed optimism about the future of AI in gaming, predicting that some company will innovate in such a significant way that every other studio will feel compelled to follow suit. He metaphorically suggested that “someone needs to create ‘AI Half-Life 2,'” a product that establishes a revolutionary new paradigm.

However, skepticism prevails, with the realization that if generative AI truly becomes a central pillar in video games, it will likely give rise to a new genre, rather than just trying to create RPGs with infinite non-playable characters, which would result in shallow, purposeless experiences.

This critical stance is based on the observation that substantial investments in AI and data centers do not translate into utility beyond routine tasks. When technology is put in the spotlight, it often delivers emotionless voiceovers, poorly crafted scripts and art without direction or lasting impact, even if technically competent.

Despite the author of the original article’s suspicions about the real materialization of an “AI Half-Life 2”, Willits revealed that id Software, known for being at the forefront of technology, would have embraced generative AI if it had been available in its time.

“Yes! Oh, right. I mean, look what id Software did. In 1999, when we released Quake 3, it required a graphics card, and we got a lot of criticism for that. People said we were going to ruin the industry. No one was going to spend $100 on a graphics card, and it was the stupidest thing anyone ever did… I know for a fact that back then, if it had been available, John Carmack would have been creating Skynet or something,” Willits said, making a reference to the artificial intelligence system from the films *The Terminator*.

Willits concluded by reiterating that games should speak for themselves, including the experiment with *Rideshare Simulator*. He encouraged players to check out the title when it launches, allowing the gaming experience itself to define whether generative AI can truly revolutionize the industry, rather than relying solely on corporate promises.

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