But is the outcome good? Is the game fun?
at least thats my read on it. i dont know how else to understand whats going on here.
> i dont know how else to understand whats going on here.
cynically, tech (or maybe even capitalism itself) feels like its slowly degrading into nothing but vibes and scams to get that quick buck and/or exitAs a product that I would regularly use, Pluto missed the mark for me. As a SWE in 2023, I couldn't meet Jacob's mentality. Today, it's how a lot of us ship software.
I didn't love the product but I have to respect the process: he was able to sell his company. For some, what he did is success.
We make 10+ gameplay changes a day in our custom kitchensink mod that steers everything. 70%+ are bugfixes (we have plenty of mods that conflict/are buggy), the the rest are QoL improvements, small new features and rebalancing. If we see some playstyle is too strong or boring, we spice it up the same or the next day. Mobs too weak/strong? Update the same day. A ton of performance fixes with actual in-game benchmarking. All this while I keep playing.
I built sort of an automatic modding pipeline (including public release and all) with parallel test game clients + servers used by LLMs to develop and test the changes and then merge before releasing a new mod version. We have had very few issues, I'm still shocked how reliable this is. They follow guidance well and test everything in real game clients on wipeable clones of our live world and our actual characters. Josh has a bugged chest at his place? The LLM will reproduce it, develop a patch, yes, but then also log in as him to his actual in-game base and test the fix using game inputs + OCR. At the end I get a .html page report on each change with screenshots and technical details if I ask for them. I don't care if it takes 4h to do a simple fix because it's not my time and game stability is critical. And up to 8 of them can work in parallel, so there isn't a bottleneck caused by excessive testing/re-testing.
I think this will be the future of gaming for many sandbox/easily moddable games. It's a bit too technical at the moment for regular players to handle the updates and models' quirks, but we're only going up from here. Just crazy.
In the instances where they were able to detect it. How much do you think they pour over individual traces nowadays to search for these things?
But the process is slow. The user wants to add a feature to their app so they ask the AI. The AI has access to a terminal where it can clone, fix, and push. This takes time and isn’t instant.
Once AI can abstract this part, software will change forever. It’s what this post alludes to, does code, PR, etc need to reinvented for this?
Once so, no one would ever use cookie cutter software because you could build your own and maintain it using just an agent.
One would argue that the effort to build and maintain it is why we have cookie cutter software, agentic built or not.
Before AI, the businesses that used Zapier and automation were able to pull ahead of businesses that were still doing things manually. A business that has a custom built software with an agent that can change it on the go will provide even a greater advantage.
And it's devouring tens of millions. I know what tens of millions can make in the video game industry, it can keep a small team of good devs and designers and artists making something special that's _really_ enjoyed by tens of thousands of people.
We don't want more games, we want more great games. This will never, ever, make great games.
Look on ye mighty, and despair. I really don't care how this sausage was made because the only thing you need to know is that it shouldn't ever have been made.
These people have no idea what good games mean.
> They are making spam games.
its why we need all those new data centers; to enable more of this and grow the gdp /sEdit - after writing "we must be following the same folks" I realized that you are, in fact, Simon Willison - I saw this article because you posted about it on X, haha.
Do players like it?
Will the history of gaming remember this game?
The more agents you throw at something, the more they collide. Those collisions generate more slop, which requires further slop processing agents.
I giggled on that one. It feels like children playing having a job. If they pay that much for tokens they have to have at least 80k customers paying 50$ a month. Seems huge for something like that. Or they have a lot of investors. Anyway does not feel like something going anywhere.
Isn't there a point where you're shipping too fast that the product hasn't even caught on enough yet to know what to build?
I looked at some of the games and it just looks like a Roblox clone
In the past when working on agentic stuff I've observed models gaming checks aggressively, to the point that when we were validating log files to see what the agent had done, the agent responded by editing the log files to pass validation. I can only imagine how bad that kind of behavior is at scale, and it sounds like they ran into it.
I really mean this. Does it benefit the business? Does it benefit the users? When you optimize for the wrong thing, you inevitably fail.