| ▲ | starchild3001 4 days ago |
| What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention for more than 5 minutes. That’s why we’re not suddenly drowning in brilliant Steam releases post-LLMs. The tech has lowered one wall, but the taller walls remain. It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. LLMs are doing the same thing for code, and image models are starting to do it for art, but neither can tell you if your game is actually fun. The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? That’s when we start moving beyond "AI as productivity hack" into "AI as collaborator in design." We’re not there yet, but this article feels like an early data point along that trajectory. |
|
| ▲ | zahlman 4 days ago | parent | next [-] |
| > The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? How is AI supposed to simulate a player, and why should it be able to determine what real people would find engaging? |
| |
| ▲ | yonatan8070 4 days ago | parent | next [-] | | Game companies already collect heaps of data about players, which mechanics they interact with, which mechanics they don't, retention, play time, etc. I don't think it's much of a stretch to take this data over multiple games, versions, and genres, and train a model to take in a set of mechanics, stats, or even video and audio to rate the different aspects of a game prototype. I wouldn't even be surprised if I heard this is already being done somewhere. | | |
| ▲ | uncircle 3 days ago | parent | next [-] | | > Game companies already collect heaps of data about players, which mechanics they interact with, which mechanics they don't, retention, play time, etc. Yes, that's how games like Concord get made. Very successful approach to create art based on data about what's popular and focus groups. | | |
| ▲ | georgeecollins 3 days ago | parent | next [-] | | I think you are saying data is no substitute for vision in design. Completely agree! At Playdom (Disney) they tried to build a game once from the ground up based on A/B testing. Do you know what that game was? No you don't because it was never released and terrible. I think what the previous comment meant was that there is data on how player play, and that tends to be varied but more predictable. | | |
| ▲ | mlyle 3 days ago | parent [-] | | Yah. I think an AI playtester that could go "hey... this itch that lots of players seem to have doesn't get scratched often in your main gameplay loop" or "there's a valley 1/3rd of the way into the game where progression slows way down" or "that third boss is way too hard". AI/fuzzers can't get far enough in games, yet, without a lot of help. But I think that's because we don't have models really well suited for them. |
| |
| ▲ | theshrike79 2 days ago | parent | prev | next [-] | | Data is the lifeblood of mobile gaming, everything is data-driven. Everything is measured and analysed and optimised for engagement and monetisation. When you have 200 people making a game, "luck" or "art" doesn't factor in at all. You test, get data, and make decisions based on the data, not feelings. Solo devs can still make artsy games and stumble upon success. | |
| ▲ | MangoToupe 3 days ago | parent | prev [-] | | Isn't Concord massively unpopular? I'd think that's a terrible example Edit: yup, it shut down nearly a year ago | | |
| ▲ | SpecialistK 3 days ago | parent [-] | | I think it was a sarcastic example - in other words, all the data and metrics and trend-chasing in the world is not a replacement for human vision, creativity, and risk-taking. | | |
| ▲ | fluoridation 3 days ago | parent [-] | | Was Concord made the way it was because of data? I got the impression that the designers were chasing misguided trends with the art direction, and on top of that the game part was just mediocre. | | |
| ▲ | SpecialistK 3 days ago | parent [-] | | I can't say for sure (never played it or followed it much, because it's not my type of game) but the impression I had is that it was a cookie-cutter attempt to be just another live service online shooter in the vein of Valorant, Overwatch, Apex Legends, etc etc. And people saw no need to play this new one when those games already exist. Compare that to Helldivers 2 (online-only live service game, same platforms and publisher) which had a lot of personality (the heavy Starship Troopers movie vibe) and some unique gameplay elements like the strategems. | | |
| ▲ | Cthulhu_ 3 days ago | parent [-] | | To add, Concord had been in development for eight years at that point, had multiple leadership and direction changes, and then the studio was aquired by Sony because they wanted more big live service games and this game ticked all the boxes and was nearly done. So more money was pumped into it. And sometimes it works; Apex Legends came out of nowhere and became one of the big live service titles. Fortnite did a battle royale mode out of nowhere and became huge. |
|
|
|
|
| |
| ▲ | sbarre 4 days ago | parent | prev | next [-] | | Yeah there's no way Microsoft isn't already using all their aggregate metrics (trillions of data points I'm sure) from their first-party studios and making a "What good looks like" training set.. Whether that set is actually useful is a separate issue but someone is trying this over there for sure. | |
| ▲ | georgeecollins 3 days ago | parent | prev | next [-] | | We did that on a game I worked on over ten years ago. It was a mobile game and we knew that it was very important to player retention (and interest in multiplayer) to have the first multiplayer interaction be "fun". So we would simulate the first person you played against as though they were another human. Based on play data of other humans. Because you only played them once you didn't think you were playing a bot. Where we used AI (machine learning, not LLM) was in terms trying to figure out what kind of human you would want to play with. We also used machine learning to try figure out what cohort of players you were in so we could tweak engagement. Where LLMs could really shine, in my opinion: Gamers love to play people, not AI (now). People are unpredictable, they communicate, they play well but in ways a human could (like they don't have superhuman reflexes or speed). You can play all kinds of games against AI (StarCraft, Civilization, training of all kinds of FPS) but it isn't fun for long because you see the robotic patterns. However, an LLM might be able to mix it up like humans, talk to you, and you could probably make it have imperfect reaction time, coordination, etc. That would really help a lot of games that have lulls in human player activity, or too much toxicity. I would be shocked if some games aren't doing this now. It seems like it still be hard to make a bot seem human, and it probably only works if you sprinkle it in. | | |
| ▲ | ryoshu 3 days ago | parent | next [-] | | Humans prefer humans over bots in multiplayer. Even if you dumb down LLM-powered-bots, there's no sense of accomplishment on beating a bot that can be dialed up-or-down. And the social aspect... maybe some amount of gamers want to talk to bots instead of humans in a pvp match. Curious on the numbers there. | |
| ▲ | Mouvelie 3 days ago | parent | prev [-] | | Could never prove it, but would bet money that Marvel Snap for example is doing it right now. Edit : oh yeah. A quick google search proved it : https://marvelsnapzone.com/bots/ |
| |
| ▲ | tialaramex 4 days ago | parent | prev [-] | | Ah yes, the huge game companies, definitely outfits I would associate with producing fun games I haven't seen before and not churning out Existing Franchise N+1 every year with barely perceptible differences and higher prices each iteration. | | |
| ▲ | yonatan8070 3 days ago | parent [-] | | Maybe "fun" isn't the right word, "engaging" or "addicting" is probably what they use internally. |
|
| |
| ▲ | AlienRobot 4 days ago | parent | prev | next [-] | | Game developers will try anything before they actually write automated tests for their games. | | |
| ▲ | nine_k 4 days ago | parent | next [-] | | When you tweak game mechanics several times every day, keeping the tests useful is a large task. Basics can be tested. Map integrity can be tested. Most "normal UX" is hard to test, and even main functional tests tend to drift. (Source: a short involvement in actual gamedev recently.) | | |
| ▲ | greesil 4 days ago | parent | next [-] | | One can still write unit tests. I have been told from a couple different game devs that it's more because of release deadlines, and the cost of a bug is usually pretty small. | | |
| ▲ | pton_xd 3 days ago | parent | next [-] | | There are some game systems that lend themselves to unit testing, like say map generation to ensure that the expected landmarks are placed reasonably, or rooms are connected, or whatever. But most game interactions are just not easily "unit testable" since they happen across frames (eg over time). How would you unit test an enemy that spawns, moves towards the player, and attacks? I'm sure you could conjure up any number of ways to do that, but they won't be trivial, and maintaining those tests while you iterate will only slow you down. And what's the point? Even if the unit-move-and-attack test passes, it's not going to tell you if it looks good, or if it's fun. Ultimately you just have to play the game, constantly, to make sure the interactions are fun and working as you expect. | | |
| ▲ | coderenegade 3 days ago | parent | next [-] | | It would depend on how things are architected, but you could definitely test the components of your example in isolation (e.g. spawn test, get the movement vector in response to an enemy within a certain proximity, test that the state is set to attacking, whatever that looks like). I don't disagree that it's a hard problem. I run into similar issues with systems that use ML as some part of their core, and I've never come up with a satisfying solution. My strategy these days is to test the things that it makes sense to test, and accept that for some things (especially dynamic behavior of the system) you just have to use it and test it that way. | |
| ▲ | chaps 3 days ago | parent | prev | next [-] | | > How would you unit test an enemy that spawns, moves towards the player, and attacks? You use a second enemy that spawns, moves towards the "enemy", and attacks. | |
| ▲ | cherryteastain 3 days ago | parent | prev [-] | | > How would you unit test an enemy that spawns, moves towards the player, and attacks? You can easily write a 'simulation' version of your event loop and dependency inject that. Once time can be simulated, any deterministic interaction can be unit tested. | | |
| ▲ | mac-mc 3 days ago | parent | next [-] | | Others would quibble that those are integration tests, "UI" tests, or other higher-level tests, etc. | | |
| ▲ | 9rx 3 days ago | parent [-] | | Which is all the same as what unit test was originally defined as. You're right that "unit test" has taken on another, rather bizarre definition in the intervening years that doesn't reflect any kind of tests anyone actually writes in the real world, save where they are trying to write "unit tests" specifically to please the bizarre definition, but anyone concerned about definitional purity enough to quibble about it will use the original definition anyway... |
| |
| ▲ | ryoshu 3 days ago | parent | prev [-] | | A lot of games aren't deterministic within a scope of reasonable test coverage. | | |
|
| |
| ▲ | eru 3 days ago | parent | prev [-] | | > and the cost of a bug is usually pretty small. Like letting speed runners skip half your game. :) |
| |
| ▲ | snovv_crash 3 days ago | parent | prev [-] | | I've heard the same excuses from ML engineers before introducing tests there, embedded engineers, robotics engineers, systems engineers, everyone has a reason. The real reason? It's because writing tests is a different skill and they don't actually know how to do it. | | |
| ▲ | peterashford 3 days ago | parent [-] | | Oh that's crap. I've been a software engineer for over 30 years. I love tests - I preach testing at my current place of work. I've also worked in games for about a decade. Testing in games is... not useless, but very much less useful than it is in general software engineering. |
|
| |
| ▲ | peterashford 3 days ago | parent | prev | next [-] | | The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely.
Very basic stuff that won't ever change can be tested - like whether the renderer is working properly - but that's never where the difficulty in game dev lies and its the stuff usually handled by a third party - library or engine. | | |
| ▲ | KronisLV 3 days ago | parent [-] | | > The problem with tests for games is that a lot of game code is in constant flux. A test suite introduces a not insignificant amount of rigidity to your codebase. Pivot a few concepts and you have dozens of tests to fix - or just invalidate entirely. Sounds very much like the description of a big ball of mud. An interesting gamedev video I saw recently basically boiled down to: "Build systems, not games." It was aimed at indie devs to help with the issue of always chasing new projects and making code that's modular enough to be able to reuse it. But taking a step back, that very much feels like it should apply to entire games, where you should have boundaries between the components and so that the scope of any such pivot is managed well enough not to tank your velocity. Other than that, it'd be just the regular growing pains of TDD or even just needing to manage good test coverage - saying that tests will eventually need changes isn't the best argument against them in webdev, nor should it be anywhere else. | | |
| ▲ | bccdee 3 days ago | parent [-] | | > Sounds very much like the description of a big ball of mud. I mean, yeah, kinda. For any given object in the game world, it's funnest for that object to be able to interact with as many other objects as possible in as many ways as possible. A game object's handles for interaction need to be globally available and can't impose many invariants—especially if you don't want level designers to have to be constantly re-architecting the engine code to punch new holes for themselves in the API. Thus, a lot of the logic in a given level tends to live inside the callback hooks of level objects, and tends to depend on the state of the rest of the level for correctness. Modularity is a property of high cohesion and low coupling, which are themselves only possible when you can pin down your design and hide information behind abstraction boundaries. But games are a flexible and dynamic enough field that engines have to basically let designers do whatever they want, whenever they want in order for the engine to be able to build arbitrary games. So game design is naturally a highly-coupled, incohesive problem space that is poorly suited to unit testing. | | |
| ▲ | KronisLV 2 days ago | parent [-] | | > So game design is naturally a highly-coupled, incohesive problem space that is poorly suited to unit testing. Poorly suited? Perhaps, but so are certain web system architectures as well, neither is impossible to test. I think Factorio is an example that it can be done if you care about it... it's just that most studios shipping games don't. https://www.factorio.com/blog/post/fff-438 https://www.factorio.com/blog/post/fff-366 Of course, in their case it can actually be justified, because the game itself is very dependent on the logic working correctly, rather than your typical FPS game slop that just needs to look good. | | |
| ▲ | bccdee 2 days ago | parent [-] | | Yeah I suspect Factorio's "complex game logic + simple(ish) 2d engine + minimal team structure" situation meant that the usual tradeoffs didn't apply. It's really cool that they pulled it off, though—I can't imagine it was easy, even then. |
|
|
|
| |
| ▲ | somat 3 days ago | parent | prev | next [-] | | As a counter example I found this video essay about fixing a factorio bug fascinating. My main takeaway, I need better introspection hooks. I am not really programmer and I never really thought automated testing of user interactive parts was possible. https://www.youtube.com/watch?v=AmliviVGX8Q (kovarex - Factorio lets fix video #1) | |
| ▲ | skocznymroczny 3 days ago | parent | prev [-] | | League of Legends does a lot of automated testing for their gameplay logic https://technology.riotgames.com/news/automated-testing-leag... |
| |
| ▲ | eru 3 days ago | parent | prev | next [-] | | > How is AI supposed to simulate a player, and why should it be able to determine what real people would find engaging? Games have goals, and players are prone to 'optimising the fun out of games', by doing some save strategy over and over again to reach that goal, even if it's not fun. Think eg grinding in an RPG, instead of facing tough battles with strategy and wits and the risk of failure. Even if AIs are terrible at determining what's engaging, you can probably at least use them to relatively quickly find ways that you accidentally opened that let players get in the way of their own fun. | |
| ▲ | mzl 3 days ago | parent | prev | next [-] | | I've heard several talks about how some companies make AI systems that are designed to play as similar to human players as possible. This has been crucial for them in order to play-test levels in order to balance the game. And note, this is not AI as in asking an LLM what to do, this is more classical machine learning and deep learning. | |
| ▲ | gmadsen 4 days ago | parent | prev | next [-] | | because it has millions of examples of that in its training data? | |
| ▲ | bozhark 3 days ago | parent | prev [-] | | Make the same engagement metric as people do; try to break it |
|
|
| ▲ | marqueewinq 3 days ago | parent | prev | next [-] |
| Personally, i don't think the coding part of game development was not a bottleneck. Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc This is still not an easy task -- to build a somehow complicated game. If you're building a platformer -- sure, that's doable. Strategy/4X/RPG? That's different. |
| |
| ▲ | 0points 3 days ago | parent [-] | | > Just try to implement, for example, a hexagon-based isometric game. There are no off-the-shelf implementations -- you'll need to redo the pan / zoom / click controls yourself, you'll need to implement the pathfinding, map layers, interface state machine etc etc etc Sure there's off the shelf implementations. Off the top of my head I would suggest starting with evaluating godot 4. They have isometric view, pathfinding, and all of the rest you are mentioning. | | |
| ▲ | marqueewinq 3 days ago | parent [-] | | Sure they do -- but once you introduce at least one custom component (i.e. hexagon map), it's actually not straightforward, how to integrate it with the rest of the controls. I can't say whether it's me who's stupid, or it's just not very easy to make good UI in game engines. I don't say that's not doable of course -- i'm just saying one would need to invest quite a bit of time to work out how to do this. |
|
|
|
| ▲ | kaiokendev 4 days ago | parent | prev | next [-] |
| > It’s like the rise of Unity in the 2010s: the engine democratized making games, but we didn’t see a proportional explosion of good game, just more attempts. But we did? We've come a long way from the limited XBLA catalog. It didn't happen overnight, but doubtless we wouldn't have the volume of games we have today without Unity, Godot, Gamemaker, Renpy, RPG Maker... |
| |
| ▲ | milesvp 4 days ago | parent | next [-] | | > we didn’t see a proportional explosion of good game, just more attempts. I'm not sure the 2 of you are disagreeing. We definitely saw an explosion of indie games. In 2010, there were less than 10 indie games released on steam per month. By 2022, there were ~500/mo, and today there's ~750/mo (I expect that the 250/mo jump around 2022 can likely be attributed to LLMs). What's hard to say is if this increase significantly increased the number of good games. Mostly because "good" is highly subjective, but also, I think something else happens. I've been playing games for the better part of 40 years, and what I noticed, is that in that time, the number of must play games each year has largely gone unchanged, despite the industry being orders of magnitude larger than it was 40 years ago. But that is also tricky, because 2 things happen every year, our standards get higher, and our preferences get more refined. https://steamdb.info/stats/releases/?tagid=492 | | |
| ▲ | kaiokendev 3 days ago | parent | next [-] | | You also still have the same amount of time you had 40 years ago. There are definitely more games available, and I would argue the proportion of high quality games has also increased massively, but since you're still limited by the number of games you can play in any given year, you'll never feel that increase. | | |
| ▲ | Vetch 3 days ago | parent [-] | | Why would the proportion of high quality games increase? The number yes, but I expect not the proportion. Lowering the entry barrier means more people who have spent less time honing their skills can release something that's lacking in polish, narrative design, fun mechanics and balance. Among new entrants, they should number more than those already able to make a fun game. Not a value judgement, just an observation. Think of the negative reputation the Unity engine gained among gamers, even though a lot of excellent games and even performant games (DSP) have been made with it. More competitors does also raise the bar required for novelty, so it is possible that standards are also rising in parallel. | | |
| ▲ | marcus_holmes 3 days ago | parent [-] | | We had shovelware games 25+ years ago (and probably 40 years ago, though I suspect the lack of microcomputers limited that). There were bargain-bin selections (literally bins full of CDs) that cost a few bucks and were utterly shite. I suspect the target audience was tech-unaware relatives who would be "little Johnny likes video games, I'll get him one of these...". Most of them were bad takes on popular games of the time. Unity + Steam just makes this process a bit easier and more streamlined. I think the new thing is that as well as the dickwads who are trying to rip people off, there are well-intentioned newbie or indie developers releasing their unpolished attempts. These folks couldn't publish their work in the old days, because making CDs costs money, while now they can. |
|
| |
| ▲ | 3 days ago | parent | prev | next [-] | | [deleted] | |
| ▲ | jonny_eh 3 days ago | parent | prev [-] | | Since it led to more games, it led to more bad AND good games. I don’t think we would’ve seen a Hollow Knight without Unity, built by a team of 2-3 devs. | | |
| ▲ | Ekaros 3 days ago | parent [-] | | Looking at shareware days and games like Jazz Jackrabbit with team of 2-3 devs also. I don't know if Unity would have been necessary. Ofc, after 20 years there is lot more processing power and lot less memory constraints. But still, I am not sure if such engines fundamentally changed anything. | | |
| ▲ | roenxi 3 days ago | parent [-] | | It'd be quite difficult to deploy the processing power and other resources without an engine. A 90s PC can't do a complex 3d engine because it lacks the grunt. A 2020s game dev can't do a complex 3d engine themselves because they don't know how to do complex 3d. |
|
|
| |
| ▲ | pjmlp 3 days ago | parent | prev | next [-] | | As someone reaching 50 years old, we always had such indies, we used to call them bedroom coders, and distributions came in tapes, floppies in magazine covers, shareware CD-ROM and DVD-ROMs. Maybe it only got visible to the consoles generation around the time of XBLA arcade, and even that was already predated by PS Yaroze and PS2Linux efforts. Before Unity, we had SDL, Ogre3D, SFML,... but naturally all of those require more coding skills than engines designed with UI workflows in mind. | |
| ▲ | sbarre 4 days ago | parent | prev [-] | | I think "proportional" is the key word here.. |
|
|
| ▲ | zerr 4 days ago | parent | prev | next [-] |
| My litmus test for generative AI: generate a complete spritesheet for a 2D pixel art action game, e.g. only for the battle tank or main hero movements. No success so far. |
| |
| ▲ | davepeck 3 days ago | parent | next [-] | | Ive never once successfully gotten a usable sprite sheet out of ChatGPT. The concept seems foreign to it and no matter how hard I try to steer it it’ll find a way to do something hopeless (inconsistent frame sizes; incoherent animations; no sense of consistent pixel sizes or what distinguishes (say) 8-bit from 16-bit era sprites; it’ll draw graph paper in the background for some reason; etc etc.). If anyone has a set of magic prompts for this, I’d love to learn about it. But my suspicion is that it’s just fundamentally the wrong tool for the job — you probably need a purpose-built model. | | |
| ▲ | mac-mc 3 days ago | parent | next [-] | | Like a full sprite sheet, one sprite at a time or a sprite animation loop? Each one would require a different kind of model and model technique to make, so I wouldn't be surprised that ChatGPT has issues with it. A sprite animation loop would be better done by a potentially specialized video-oriented model, for example, and the current image and video models are barely trained on that kind of video data. | |
| ▲ | 3 days ago | parent | prev | next [-] | | [deleted] | |
| ▲ | frozenlettuce 3 days ago | parent | prev | next [-] | | that might be possible by asking it to create an 3d model with animations (based on a template) and then capture the sprites. but then again, not sure if building it would be worthwhile because 1) openai might add that as a native product (like what happened with .ppt generation) or 2) the capability to do so might be 6 months away | |
| ▲ | nkrisc 3 days ago | parent | prev | next [-] | | Have you tried drawing? | | | |
| ▲ | typpilol 3 days ago | parent | prev [-] | | According to all the lazy articles I've read here lately you just need to threaten to beat it up lmao... |
| |
| ▲ | __loam 3 days ago | parent | prev | next [-] | | Unless you're using a model that was built for pixel art, you will never get a usable piece of pixel art out of a model using a diffusion based image generator because it does not understand what a pixel is. You'll always get pixels bleeding into the others, shitty outlines, and nonsensical AA. They simply do not understand the medium. | |
| ▲ | smokel 4 days ago | parent | prev | next [-] | | Mind sharing what you have tried? Have you considered training a diffusion model on pixel art, and then conditioning it on a 3D model? | |
| ▲ | maloga 3 days ago | parent | prev | next [-] | | Agreed, I got an LLM to build me a Super Mario Bros game with 0 code and it's playable after 2 prompts but I'm stuck with the spritesheet as well. | |
| ▲ | jamilton 3 days ago | parent | prev | next [-] | | I've seen people make finetunes for character turnarounds, there's probably one for 2D pixel art in particular, or perhaps combining such a finetune with a pixel art finetune would work. It looks like retrodiffusion.ai in particular has something close. | |
| ▲ | sandspar 3 days ago | parent | prev | next [-] | | Maybe AI games can use AI-first art styles. If I ask a camera to create an André Derain painting then it will fail. But that's my fault for misunderstanding the medium. | |
| ▲ | peterashford 3 days ago | parent | prev [-] | | Yeah I tried to get a spritesheet generated. Absolute rubbish. |
|
|
| ▲ | raincole 4 days ago | parent | prev | next [-] |
| > we didn’t see a proportional explosion of good game We definitely saw an explosion of good indie games by around early half of 2010s. Whether it had anything to do with Unity is another moot point. |
| |
| ▲ | nine_k 4 days ago | parent | next [-] | | A bunch of ideas that had been tabled because of the difficulty of implementation were released once the difficulty of making a 3D world was somehow alleviated by Unity. Maybe something else is currently holding back another bunch of good ideas in gaming. Once another threshold gets lowered, we will see another wave of good games enabled by by that, and a return to the average rate of creation again. | |
| ▲ | Ekaros 3 days ago | parent | prev | next [-] | | I think change in curation model especially with Steam had lot to do with it. Opening marketplace for more products will allow more of them to be sold. | |
| ▲ | mirkodrummer 4 days ago | parent | prev [-] | | even indie games are painstackingly hard to develop, don't make the mistake of associating indie with easy, rather harder i'd say if you go solo or with a few others in a very high risk job | | |
| ▲ | lkramer 4 days ago | parent | next [-] | | I don't think the post you replied to says otherwise, but Unity meant there was now a path with professional grade tools without spending a fortune. It definitely did create a new wave of indie games, some of them amazing. | |
| ▲ | raincole 4 days ago | parent | prev [-] | | Correct, but it's really hard to comprehend how this is related to what I said. |
|
|
|
| ▲ | benreesman 3 days ago | parent | prev | next [-] |
| This holds in other areas as well, and to me at least the conclusion follows from the evidence: there is seemingly a lot of potential in agent coding, a few tasks are just crushed/solved (quick webapp demos, other library stitching in the small) but for real software in the large? It's not there yet in either the way the models are tuned or our collective expertise in using them. And this isn't surprising: git-style revision control hit the scene almost 20 years ago, it was like 5 years until it was totally dialed in anywhere, another 5 before elite companies had it totally figured out, and its been slowely diffusing since, today its pretty figured out. And this is harder to use right than git. I think it would go faster actually if every product release, every OSS tool, every god-damned blog post wasn't hell bent on saying "its done, its solved, old way cooked, new world arrived". We're figuring it out and it takes time. That's OK. If it was done, then we'd be drowning in great software. We're not, we're breaking even, which is impressive for a big new thing 1-2 years in. |
| |
| ▲ | poslathian 3 days ago | parent [-] | | This true - and git was not a moving target. AI core tech has certainly slowed down but still moving fast enough to make hard won lessons worthless and investing in learning them questionable. |
|
|
| ▲ | pjmlp 4 days ago | parent | prev | next [-] |
| And the main reason why actually making a game with interesting gameplay is more relevant than discussing what is the best language to do a game on. |
|
| ▲ | nine_k 3 days ago | parent | prev | next [-] |
| > coding part of game development was never really the bottleneck Doesn't look exactly that to me. The author built a server, studied React, built a frontend, made the card game work. Then, with most bits needed for a card game already in place, he asked Claude to alter the existing code to implement a different card game. Understandably, it took much shorter. But it would also take much shorter if a human engineer did the same. |
|
| ▲ | ants_everywhere 3 days ago | parent | prev | next [-] |
| > what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop It can do this. From Atari games to StarCraft this has been a thing since before LLMs. > surfacing which mechanics keep simulated players engaged This it's unclear how to operationalize. Among other things, not all games appeal to all people. |
| |
|
| ▲ | nahnahno 4 days ago | parent | prev | next [-] |
| This is not true in my experience. Cranking out code is obviously the bottleneck, unless you have the luxury of working on a very narrow problem. The author describes a multi-modal project that does not afford this luxury. |
| |
| ▲ | Vetch 3 days ago | parent | next [-] | | Unless you're also writing your own graphics and game engine from scratch, if you're making a truly novel and balanced game, then it should not be possible to crank out code with AI. When working in engines, the bulk of the work is usually in gameplay programming so the fact that its code is so predictable should be concerning (unless the programming is effectively in natural language). Not spending most of your time testing introduced mechanics, re-balancing and iterating should be triggering alarm bells. If you're working on an RPG, narrative design, reactivity and writing will eat up most of your time. In the case you're working as part of team large enough to have dedicated programmers, the majority of the roles will usually be in content creation, design and QA. | |
| ▲ | mac-mc 3 days ago | parent | prev | next [-] | | IMO, looking at most budget spend, it's the art & content that is the bottleneck. | |
| ▲ | girvo 3 days ago | parent | prev [-] | | And it’s absolutely true in my experience, coding was never the bottleneck (modulo advanced shader programming which LLMs still aren’t great at despite my best efforts) |
|
|
| ▲ | danjl 4 days ago | parent | prev | next [-] |
| As a much lower bar, I'd love it if more of the LLMs used for coding were actually multimodal, accepting images of games as part of the context. In general, LLMs are far better at generating web apps than they are at pure 2D or 3D games that use graphical APIs. There's far less training data, and there's no way to test anywhere close to what you can do with testing on a DOM. In an interactive game, with physics, animations and game logic, the AI just falls on its face because of the complexity. |
| |
| ▲ | benbreen 4 days ago | parent [-] | | I realize this isn't the same thing as your point about images as part of training data, but just flagging it in case anyone isn't aware: Claude Code lets you copy and paste images into terminal. I've been designing a "universal history simulator" game for use in my history classes lately, and it is really helpful to be able to make a mockup of a ui change I want and then paste it in, rather than trying to explain it verbally. Also good for debugging graphics issues. |
|
|
| ▲ | hcnews 3 days ago | parent | prev | next [-] |
| > What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. This is not true at all. I have never worked on games and it will take me quite a while (even months) to write a "basic" game. While I know a lot of good practices about software development and decade+ of FAANG experience, I don't know the intricacies or even the basics of game development. I recently experienced this for a different usecase. As an experienced backend developer, I wanted to automate some javascript/browser stuff. I tried on my own for 2-3 days and had couple of prototypes but nothing actually worked. I spent 2 hours with an AI and I had a working solution. We even iterated together quickly and solved some runtime issues and the solution is working for me seamlessly now. So, I definitely see value of AI even for coding for experienced developers like myself. |
| |
| ▲ | whoknowsidont 3 days ago | parent [-] | | > have never worked on games and it will take me quite a while (even months) to write a "basic" game. You're contradicting yourself. I promise it wouldn't take you months, unless you're just a really bad developer. | | |
| ▲ | hcnews 3 days ago | parent | next [-] | | What is the contradiction? I am guessing it will take me a non-significant effort to learn game mechanics and code them etc. | | |
| ▲ | whoknowsidont 3 days ago | parent [-] | | You've never worked on games yet you are exceedingly confident about your estimation or the difficulty involved. It's not that difficult to get a base level game up and running; ESPECIALLY with modern tooling. |
| |
| ▲ | __loam 3 days ago | parent | prev [-] | | Don't be a prick in public man, it looks bad | | |
| ▲ | whoknowsidont 3 days ago | parent [-] | | I mean it's a simple fact that the baseline for creating a game, roughly using the average developer experience/capability, is not months. Making a _good_ game might take months, it often takes years. And that's the part AI is not going to be able to help you with. | | |
| ▲ | 3036e4 3 days ago | parent | next [-] | | Making a good boardgame, with zero need for programming, excluding artwork, is months or years of work. I would expect that much at a minimum for a (good) simple digital game, unless it is just going to sell on graphics and marketing alone (or luck). | |
| ▲ | hcnews 3 days ago | parent | prev [-] | | Maybe you are a games developer and are overlooking the fact that people have to first learn the basic apis/models/etc. of graphical systems, engines, etc. before using them. Not sure how you are saying that it wouldn't take a few weeks to code even a simple production game like chess or more complicated but still simple Jump king etc. Just think of the speciality in which you aren't an expert, javascript/storage/networking ... | | |
| ▲ | whoknowsidont 3 days ago | parent [-] | | I've dabbled and continue to dabble in areas where I know nothing about. And in this case, there's nothing super special about making a game. |
|
|
|
|
|
|
| ▲ | Cthulhu_ 3 days ago | parent | prev | next [-] |
| > The interesting question to me is: what happens when AI can not only implement but also playtest -- running thousands of iterations of your loop, surfacing which mechanics keep simulated players engaged? Much the same as we do today in games and film both, something saccharine and mediocre built to appeal to a wide majority. Worse, if this process becomes streamlined and widely accessible, you're competing with a hundred other saccharine and mediocre built to a wide majority games. AI generated shovelware, it's like the shovelware of today where anything remotely popular generates dozens of cheap clones, but with AI. The best games take risks and aren't min/maxed. |
|
| ▲ | taftster 3 days ago | parent | prev | next [-] |
| > neither can tell you if your game is actually fun I think this is the core insight. An AI will not be able to experience a game (or anything else for that matter) remotely in the same way that a human can experience it. It might be able to guess, based on human rankings of other similar games. But AI will never be able to actually have fun playing your game. This concept will define the workforce that comes out of this AI boom. Maybe an AI can write a document or code like a human, only based on past samples of similar behavior, but it won't be able to synthesize exactly what it means to be a human. The human element will still need to be traded on. Your value as a human cannot be replaced, you might just have to think differently about that value. |
|
| ▲ | miki123211 3 days ago | parent | prev | next [-] |
| This makes me feel like games will be the last bastion to fully fall to AI. In traditional business apps, your goal is to make your app work and look intuitive enough for a human to use. When developing a game, you have a few extra goals, it also has to be fun, rewarding and different enough from other games that came before. It feels like the former group will be much easier to judge by non-humans than the latter. |
|
| ▲ | ModernMech 4 days ago | parent | prev | next [-] |
| LLMs have the same value proposition as no-code or low-code tools, and they also have the same failure cases. With pre-AI no-code tools, they also lowered walls but they didn't remove the barriers. The experience was a lot like we're seeing from the "vibe coders", like this post here: "what's the point of vibecoding if at the end of the day I still have to pay a dev to look at the code anyway... I can't vibe my way through debugging, I can't ship anything that actually matters." [1]
That was the experience a lot of people had using no/low code tools, where you could make progress, but as soon as you hit a problem you are done, because overcoming it will require skills the no/low code don't teach or really support.LLMs are only different because the interface is more accessible. But all the same problems are still there. AI is not a panacea. [1] https://www.reddit.com/r/ProgrammerHumor/comments/1mudy12/th... |
|
| ▲ | 4 days ago | parent | prev | next [-] |
| [deleted] |
|
| ▲ | potatoman22 3 days ago | parent | prev | next [-] |
| AI doing playtests is an idea I've been thinking about too. The question I can't quite answer is: how do you know the AI play-tester can predict what users find fun? How well does it represent the different kinds of users? |
|
| ▲ | chrz 3 days ago | parent | prev | next [-] |
| Depends on the game but absolutely we run thousand iterations of a game, but for balance. Which mechanics keep player engaged you need to get feedback from players |
|
| ▲ | nikolayasdf123 3 days ago | parent | prev | next [-] |
| > hold someone’s attention for more than 5 minutes. more like, more than 5 seconds. |
|
| ▲ | moron4hire 3 days ago | parent | prev | next [-] |
| Is that the takeaway? When they say, "I cloned the backend for Truco and gave Claude a long prompt explaining the rules of Escoba and asking it to refactor the code to implement it", that doesn't really make it sound like a good heads-up comparison from which we could then say, "the coding part was not the most significant part of the problem". I mean, the entire article is problematic as proof of anything. For starters, they didn't go through a design process for a game at all, they copied existing games. Then there are all these weird technical rabbit holes they went down that really weren't anywhere near "simplest path to MVP". I just don't think there is anything to glean from this article. Like most posts about individual experiences with AI, it's functionally equivalent to, "I had a weird dream last night". |
|
| ▲ | WA 3 days ago | parent | prev | next [-] |
| You are absolutely right! The tic-tac-toe game we‘ve been working on is a total blast and simulated players 1-1000 enjoy it very much! I think we should release it soon. |
|
| ▲ | lvl155 4 days ago | parent | prev [-] |
| That’s what a lot of people are missing about AI. You can do an exhaustive search which is effectively AGI. You already solved for a “solution” it’s simply a matter of searching for it. We are pretty close. |