‘I Could Make “Fart Fart Boobie Fart: The Game” and Maybe It Would Eventually Get Taken Down’ – Devs Reveal Why the Consoles Are Drowning in ‘Eslop’

There’s something goofy going on over on the PlayStation Store and the Nintendo eshop. Over the last few months, the two storefronts have been slowly filling up with what some users are referring to as “slop.”

Kotaku and Aftermath have both detailed this problem, highlighting how the eshop specifically seems to be advertising more and more and more games that are using a combination of generative AI and misleading store pages to trick users into purchasing cheap, low-quality games that aren’t what they claim to be. This problem has recently spread to the PlayStation Store as well, filling the “Games to wishlist” section in particular with a lot of weird-looking stuff.

Critically, the games in question aren’t just run-of-the-mill “bad” games. Unremarkable games get released every day on every storefront and have just as much right to be there as any other game. What’s happening here is different: it’s a seeming flood of very similar-looking things that are crowding out everything else. The so-called “slop” games are usually sim games, almost always on sale perpetually, often play on themes used by other popular games or even rip off their concepts and names entirely, often use hyper-stylized art and screenshots that stink of generative AI, and usually in practice don’t look or play anything like what the storefront images promise. They are often janky, with poor controls and numerous technical issues, and often include very few features or anything interesting to do at all.

What’s more, as various users have pointed out, these games are often churned out mercilessly by a very small handful of companies. And as YouTube creator Dead Domain found out when they did a deep dive into the issue, these companies are seemingly impossible to track down and hold accountable, having little to no useful public websites or business information. Some even seem to be changing company names every so often to obfuscate things even further.

In recent months, there has been a growing outcry from users of both stores to get some degree of regulation on these storefronts and tone down what’s being referred to as “AI slop.” This is especially true in light of consumer complaints regarding the terrible technical performance of Nintendo’s eshop, which seems to be running slower and slower every day as more and more games clog up each page.

In an effort to get some answers on what’s happening and what can be done about it, I looked into how these games are ending up on these storefronts en masse in the first place, why PlayStation and Nintendo’s storefronts are especially egregious right now, why Steam is seen as inoffensive from a user perspective, and why Xbox’s store is (relatively) unaffected.

The Magical World of Cert

I spoke to eight individuals in game development and publishing all of whom requested anonymity out of fear of platform holder reprisal. All of them had recent, extensive experience releasing games on Steam, Xbox, PlayStation, and Nintendo Switch in various combinations. Together, their accounts helped me better understand the process for actually getting a game released on any of the four major storefronts…which perhaps offers a clue as to why some game stores are suffering from more “slop” than others.

Very, very generally, the process for all four storefronts roughly goes something like this. First, a developer or publisher has to pitch to Nintendo, Sony, Microsoft, or Valve who they are and what they want to ship on the storefront to gain access to development backend portals and, in the case of consoles, devkits.

From there, the developer or publisher fills out forms describing their game and what it entails. Platform holder paperwork tends to ask questions such as whether the game is single- or multi-player, if it requires an internet connection, what controllers it uses, and other technical elements. Then it’s on to “cert” (or certification, or lotcheck, all are roughly the same process), where the platform holder checks to see if the build fits platform requirements. These are very specific technical requirements, such as checking what happens if a save is corrupted, what happens if a controller gets disconnected during gameplay, and so forth. Helpfully, you can see a lot of the requirements for Steam and Xbox specifically on their respective public pages. Nintendo and Sony do not publish their requirements.

This process also checks to ensure games aren’t breaking any laws (such as including a red cross on a white background in violation of the Geneva Convention) and are accurate to their ESRB ratings. Multiple people I spoke to emphasized that platform holders are especially strict about age ratings, and that any change or seeming discrepancy can immediately and massively halt a game’s release.

A common misconception amongst The Gamers™ is that [cert] is tantamount to a QA check.

A few people I spoke to noted that the lotcheck/cert process is often misunderstood by gaming audiences:

“A common misconception amongst The Gamers™ and even inexperienced devs is this is tantamount to a QA check,” said one publisher. “This is incorrect, that’s the responsibility of the developer/publisher prior to submission. The platforms check to make sure the game’s code complies with hardware specifications.”

If a game passes, it’s ready to be released. If it fails, it’s kicked back to the developer or publisher and has to be resubmitted with the issues fixed. Multiple people I spoke to told me that they rarely received concrete information from platform holders on how to resolve submission failures, they usually only received error codes. Nintendo especially was mentioned by several as frequently rejecting games and offering little to no clear explanation as to why.

Front and Center

As for the store pages themselves, those I spoke to told me that all the platform holders do have requirements of some kind asking developers and publishers to use screenshots that accurately represent the game they’re selling. But there’s no concrete process for checking that. The reviews of storefront screenshots, I’m told, are largely just to check to ensure there’s no competing imagery (i.e. a screenshot showing PlayStation button controls on an Xbox store page) and are in the correct language for the storefront they’re on.

One person did have a story about a review catching a screenshot that didn’t accurately represent the game in question:

“I know of one game that had to resubmit screenshots because the developer (who was not malicious and who is a respected team in the industry, but simply doesn’t have expertise in this process) submitted PC screenshots that had foliage and reflections that would plainly be impossible to render on the Nintendo Switch,” they said. “So Nintendo asked them if they were really from the Switch version and then they immediately realized their mistake. Nintendo’s store team does not have access to game builds, and the cert team does not have access to store pages. Frequently those teams may not even be on the same continent.”

I was also told that while Nintendo and Xbox review all changes to store pages before they’re allowed to go live, PlayStation just does one check near launch to confirm everything looks okay. Valve, meanwhile, does a review of the store page before it’s initially set live, but one person told me that after that, they never look at the page again. “You can quite literally submit the store page as one game, get Valve approval and then change everything and then put it live,” they said.

A few folks I spoke to did indicate that the storefronts in question do at least some level of diligence in their reviews checking to see if the product listed matches the game being sold, and that the description of the game given is accurate. But that diligence can vary wildly, according to one person:

“Typically, checking for accurate store information is not done in advance; rather, we’ve found that platform holders will usually trust the developer and what information they provide. In other words, developers get to ask for forgiveness instead of permission, basically.”

Developers get to ask for forgiveness instead of permission.

And even when a store page is checked, the standards for what counts as an accurate representation of a game are loosely defined enough that plenty of games can slip through the cracks. As another person put it:

“This can be as simple as “Street Survival: Homeless Simulator” [one of the examples of so-called ‘slop’ I sent this person when pitching them on the piece] explaining [on its store page] that you start from having nothing to getting harder as you progress, and their screenshots not displaying anything at this moment that breaks [Technical Requirements Checklist].”

What’s more, those I spoke to suggested that the punishment for having a misleading screenshot or one that otherwise breaks the platform holder rules is (usually) just being asked to remove the offending content. That’s not always the case – one person pointed out to me that developers have an incentive to do the best they can, or risk being delisted or removed as an approved developer. But something as simple as having a screenshot that’s not quite representative of the actual game usually results in barely a tap on the wrist…if the platform holder even notices it in the first place.

Also, according to everyone I spoke to, none of the three console storefronts have any rules about using generative AI in any way, whether it’s in games themselves or in generating assets for use on store pages. Steam does have a section in its content survey where it asks developers to disclose if there’s any generative AI used in their development or product, as well as explain its use in detail. But it doesn’t limit its use in any way.

Eshop to eslop

With that very generalized outline of the process out of the way, the question remains: why are Sony and Nintendo’s store pages being flooded with what seem to be misrepresented, low-effort sim games using generative AI on their store pages? Why is Xbox not impacted as much by this problem? Why does no one care that Steam also has a bunch of games that fit this descriptor? According to the people I spoke to, there are a few reasons.

Multiple developers explained to me that while Nintendo, Sony, and Valve all vet applications on a developer or publisher basis, Microsoft is the only company that vets on a game-per-game basis. This means that for the former three, once you have been approved once, it’s much easier to simply pump games out onto the storefront in question as long as it can pass cert or lotcheck. But because Xbox approves on a game by game basis, it’s less susceptible to the slop problem. “Which is why Xbox has fewer (not no) ‘game-shaped objects’,” one publisher suggested.

“I think [Xbox] really puts a lot of effort into their service,” said another person. “I would say they are tougher to launch on than something like [Epic Games Store] or Steam solely because they have pretty high standards for their pages and are very hands-on. In my experience, you work with their ID team directly to work through both your page and build cert. They will truly bend over backwards for you, even if you don’t see eye to eye.”

Over at Nintendo and PlayStation, it seems pretty clear that the process of approving on a developer by developer basis and focusing only on technical platform violations is resulting in a handful of companies gaining the ability to clog up both storefronts’ sales, new releases, and recommendation pages with samey, low-quality games plagued by generative AI store assets.

“Nintendo is probably the easiest to scam,” said one developer. “Once I’m in the door, I could make ‘Fart Fart Boobie Fart: The Game’ and maybe it would eventually get taken down, but it’s so odd.”

Nintendo is probably the easiest to scam. I could make ‘Fart Fart Boobie Fart: The Game’ and maybe it would eventually get taken down.

As a publisher pointed out to me, there’s even a special trick some use to both ensure their games are at the top of sales pages on the Nintendo eshop:

“So many games will release a bundle and set their discount for 28 days long, the maximum amount of time you can be on discount,” they explained. “They will then create a new bundle with a different (or identical!) configuration of game + DLC and set it for release the exact day the previous bundle’s sale expired rather than waiting for Sale Cooldowns. This causes it to constantly be near the top of ‘New Releases’ and always be in Discounts, at the expense of dozens and hundreds of real games that people worked very hard on.”

And another developer described a similar problem, this time on PlayStation:

“On all consoles, you get the opportunity to get featured, but you’re also on these automatic lists,” they said. “If people are just pumping crap into the system, you get pushed down the list. Any list. The systems are being overwhelmed and you’re going to get pushed out of there. I’ve been working on my game for six years, someone else has been working on their game for six months and makes a dozen copies of it…it’s just crushing.”

Though many users have attributed the eslop problem to generative AI, it’s not actually clear that generative AI is the main issue here. While it’s true that a number of these games appear to use storefront assets that were made using generative AI, others seem to just be generic concept art. The games themselves, whatever their quality levels, are still made by people. Generative AI technology is a far cry from being able to simply spit out a game that would pass even the most lax of the cert processes described to me. It’s also worth noting that while Xbox seems to be the least slop-ridden of the storefronts, multiple folks I spoke to suggested it would be the least likely to discourage developer generative AI use in the future, given its heavy investment in the technology.

This is probably a good place to point out that at least some of what users are complaining about is not entirely a “slop” issue. It’s exacerbated by that old, impossible chestnut: discoverability. Xbox, for instance, surfaces highly curated store pages to users on console. So while it’s not immune to these types of games, it’s harder for an average user to actually stumble across them, and thus Xbox appears to have less of a problem. PlayStation uses similar curation to Xbox on its pages, but its “Games to Wishlist” tab is by default sorted by release date, with all unreleased games sorted up top in alphabetical order. This means that anything with a store page on PlayStation and a vague release window of 2027 or 2026 gets thrown right up top, resulting in the store surfacing games like “Ambulance 911 Simulator Paramedic” or “Kebab Simulator Taste Revolution” and whatever this AI-ridden Animal Crossing-looking thing is.

Steam probably has, just quantitatively, the most potential “slop” of any storefront, but no one seems to be mad at Valve over it at the moment. That’s not because Steam is some perfect storefront – in fact, it has a long, well-documented history of discoverability problems for indies. However, it has two things going for it with regard to “slop”. The first is that from a user standpoint, Steam’s storefront has a pretty good range of options to discover, sort and search for new games based on tons of different factors, most of which don’t actively promote games like the ones in question. The second is that because it’s so comparatively easy to publish games on Steam, the new releases section is constantly refreshing itself in a way that no other storefront is, meaning any new “slop” is very quickly lost amongst dozens of other new games of varying quality. There are simply too many video games.

And then there’s Nintendo. Nintendo, from what I can tell, just throws all the New Releases into a big, unsorted, messy pile and calls it good.

All Games Allowed

Over the last few months, users have been begging Nintendo and Sony in particular to get their act together on storefront regulation to reduce the relentless tide of samey-looking games overwhelming store pages. We reached out to both companies ahead of publication to ask about any plans in the works, but neither returned our request for comment. Microsoft also did not return a request for comment.

The publishers and developers I spoke to for this piece were not hopeful. Several said they had no expectation that Nintendo would either fix the eshop now, nor would the problem be solved with the newly-announced Nintendo Switch 2. One noted that at least in Nintendo’s case, each generation its storefront experience improved by a very, very small amount. “It’s logic-defying how their stores are so bad,” they said. “They could check anyone else’s store and see what to do…I am optimistic it will be 10% better than the Switch store.”

That said, it was also pointed out to me that Nintendo’s web browser eshop is…actually mostly fine, at least as far as both usability and lack of slop floods are concerned. It’s really only once people get into the eshop on the system itself that the problem presents itself. Perhaps there’s some hope that the Nintendo Switch 2’s eshop might look and function more like the online web browser store than the current, laggy, console app.

While there was similar pessimism around Sony, another developer pointed out to me that Sony has taken action on this exact issue in the past. They brought up an incident back in 2021 when Sony sent a letter to its developer partners alerting them to a crackdown on “spam” or “repetitive” content that at the time was flooding the PlayStation Store with many games that were very similar to one another. These games (the most notable of which was called “The Tiger T”) were specifically designed to be attractive to trophy hunters, with very simple mechanics and easy-to-collect trophies. However, they were being published in such a high volume they were crowding out unique games, just like the “slop” is today. So it’s entirely possible that Sony eventually takes action once again in this new situation.

But not everyone thinks aggressive platform regulation is the solution. Earlier this month, for instance, publication Nintendo Life released something called “Better eshop” that purported to be a version of the Nintendo eshop with “shovelware, asset-flips, and hentai games” filtered out, as well as with toggle switches to filter out AI shop images. However, it quickly came under fire from developers who found their games erroneously listed in these categories, with a number reporting being wrongfully flagged for using AI, beloved indies getting listed as shovelware, and notably a number of games getting caught by the “romance” filter just for having a relationship of any kind in the game, among other criticisms.

While this is an extreme example and Nintendo Life has since updated its filters to be less aggressive, this wouldn’t be the first time that overly aggressive filters hurt indie games that didn’t deserve it.

Personally, I fear that game platforms might accidentally target quality software.

One publisher put their concerns about more stringent platform regulation to me another way:

“To be honest, all this talk about ‘quality control’, especially coming from non-developers, can be intimidating. Personally, I fear that game platforms like Nintendo, if they decide to actually take action, might accidentally target quality software that doesn’t rely on generative AI or similar shortcuts. If our consistent rejections by ID@Xbox and Nintendo are any indicator, then platform holders’ judgment of software legitimacy can be quite arbitrary. Nevertheless, non-developers should be aware that most of us aren’t out to get anybody, or trick anyone out of their money–and neither are the platform holders with which we cooperate.”

And one more person I spoke to ended on a note of sympathy for the platform holders, which they thought may be monoliths but are ultimately staffed by regular people who have to examine an ever-growing flood of games for specific criteria. And critically, it’s not their job to identify any submitted video game as “good” or “bad”.

“Generally, first-parties don’t want [junk AI] games, but we forget perhaps that game submissions aren’t really checked by corporations but rather by people, and being able to differentiate between a student project, a simply bad game, an asset flip or an AI-generated game is perhaps not as easy as we might think,” they said. “First-parties are trying to strike a balance between allowing bad games to be published and cynical cash grabs. And sometimes it’s not easy to know where to put the foot down.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

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