| ▲ | uludag 11 hours ago | |||||||||||||||||||||||||||||||||||||||||||
> I actually have another draft post in the barrel about how I think we should see a resurgence of the ‘flash game’ renaissance because it has become so much easier to make fun little games with AI tooling. I have been lurking on the aigamedev subreddit to see exactly what sort of games people are coming up with and I can say I have been incredibly disappointing. I've been faithfully trying the games people post and have come to the conclusion that game design is a very difficult art to learn, and something LLMs really can't help with that much. My guess is that these games are "fun" just like toddler paintings are "beautiful." And there are so many quality indie games you could get for the 25+ dollars you'd spend generating the code. Anyways, I guess that's another discussion for another blog post. | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | YesBox 4 hours ago | parent | next [-] | |||||||||||||||||||||||||||||||||||||||||||
My bet is working through an abstraction layer (LLMs) will make crafting a fun game more difficult. The art of designing a (great) game is in the details. English is not sufficient to communicate the individual strokes of a brush on canvas. Also, thank you for sharing your experience. I recently joined that subreddit just to see what people are creating and I too have been unimpressed. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | unleaded 3 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Strong AI enthusiasm like on there and poor taste tend to correlate pretty strongly. I'm sure there are lots of developers using LLMs to assist with the boring work of coding and keeping mostly quiet about it, still keeping it on a short lead & doing the more creative parts themselves. There have always been indie developers who hate coding and see it as just a necessary step to get their idea out the door, and they still make good games. All the dialogue in Undertale is implemented in a giant 5k+LOC switch statement. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | theahura 11 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
most flash games were horrible too! You had to go through a load of crap to find games like boxhead, motherload, or bloons. I'm a big believer in volume here. You don't have to be an amazing programmer to be an amazing game designer, but before, the former was a prerequisite for even getting started. The beauty of AI tools applied to games is that you can just focus on the latter. Over time the gems will rise to the top | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | MachineBurning 10 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Game design is hard. Back in the day I released 4 flash games. 2 completely tanked, 1 did ok, and one went quite well (hundreds of years total time spent in game). There's a lot to getting it right, and like all software, you have to built it for your target market. There's no easy AI solution to getting a fun and engaging core loop. Nor is there one for building the right level of complexity and balancing the learning curve. I think a lot of people who can't/don't code see themselves as game designers and had thought that AI would let them make games, and are now finding it wasn't really about the code after all. That, and if you can't code, vibe coding alone isn't really good enough for much beyond flash-level games (yet). | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | thsbrown 10 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Indie dev here. Making games is hard it is one of the few spots in software where all disciples have to come together to make something compelling. I've done a lot of programming on various sub sections of the disciple and it still remains to me the hardest one to crack for AI. It's undoubtedly am incredible tool for accelerating output but I think it's going to be the hardest for ai to commoditize as a whole. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | christoph 11 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Built a custom tower defense type clone for a client maybe 10 years ago… Coding it up in Objective C & Cocos2d was fairly straightforward. Probably spent 50% of the dev time taking in feedback, balancing the values on everything, progression of items, etc. what i’m saying is the functioning game logic (code) was really only one part of it. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | thatguymike 2 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
The next Jonathan Blow is going to be massively empowered by their tools and make something wonderful. Having fewer people involved can lead to a more focused execution of their vision - most amazing indie games are like this. But yes your average game isn’t bad because it’s hard to write C#, it’s bad because it’s hard to design great unique mechanics and levels, and it’s hard to see AI helping (indeed not harming) that. | ||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | silvestrov 10 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
It is like writing novels: it is not the spelling or typing on the keyboard that is the bottleneck. It is always the creative world building part. The main criticism of the Harry Potter books are not spelling or sentence structure, it is the plot holes and contradictions in the world build. The same holds for software. | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | levmiseri 9 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Speaking of game explorations/ideas enabled by LLMs, here is a 'craft anything' sandbox I'm trying to turn into a game: https://asciidia.com | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | anon1094 10 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
I'm glad someone finally mentioned this. These are cute little interactive demos, not games. It has made me appreciate real game design much more. | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | dakolli 10 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
Its because the people that are eager to develop with llms are talent-less and have no brain muscle of their own left, they're letting the connections between nuerons atrophy with every prompt they send (literally)[0]. | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | wincy 35 minutes ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||||||||||||||
I ran into this wall too. Someone here on HN said their general test is “make a browser only simple rts game with no AI and no multiplayer” What makes a game fun is very different than the engine of a game. My kid asked me to make a game where you brew potions. Okay, done. Adding ingredients, having physics to drop the items rather than “okay they just appear in the pot” (or worse it just says “okay they’re in there!”) Especially for kids there’s a physicality you have to capture to make it both fun and understandable to a seven year old. Getting cutesie stylized 3D models is something that’s trivial with an RTX 5090, a ChatGPT pro subscription (unlimited image generation), you run Trellis2 plus a few other open source things in a pipeline that your agents can queue and it’s astonishing how much cool stuff comes out the other side. But the graphics don’t make the game fun at all, they’re just set dressing for the fun. There’s been a lot of learning going from 0. “Okay, 3D model of a character. Oh, this model is useless since it isn’t in a T Pose I can’t rig it. What’s a rig? Okay, there’s a rigging ML model. Download that. Okay, how do I animate it? Oh, cool there’s a model for that. Oh wait my model has holes in it, that looks weird. Okay there’s an ultra shapes library that helps improve geometry. Whoops, that strips all the textures and shaders. Okay, trellis2 has a mode that takes an existing model and retextures it. Okay wow these look good, the characters are walking around! This goblin is break dancing! Okay uhh, what do you actually do in this game?” Like it feels like that trap you can get stuck in when one part of something is trivially easy, so I have like 500 random 3D assets that are honestly pretty good looking for a game where the core gameplay loop is not developed at all because I have no idea what would make it feel fun. Because I can prompt and say “oh wouldn’t a Christmas village be cool?” And I wake up the next morning with 50 3D models of Christmas village stuff and characters and I say “wow, neat!” (It takes maybe 8 minutes end to end for the pipeline to generate one 3D model, so I just run it overnight). But then I have to manually place them in the world (if you let the AI do it in unreal engine 5 it places them via coordinates which become impossible to move inside the unreal editor). The fun part is “wow, this is something I’m making with my kids, and it’s unique to us”. That’s what keeps me at it. I’ve never seen my kid so engrossed and excited to help me with something, she’s the one coming up with ideas and saying “what if we did this and that?” and then seeing those things become real is really neat. The bottleneck is there’s a dozen agents that can work on different parts of the game but it’s a chaotic mess. Still, I’d imagine this is how people learn is by making something that’s a piece of junk then making something that’s better. I don’t plan on releasing my pieces of junk unless I feel like they’re actually fun. | ||||||||||||||||||||||||||||||||||||||||||||
| ▲ | enraged_camel 4 hours ago | parent | prev [-] | |||||||||||||||||||||||||||||||||||||||||||
>> And there are so many quality indie games you could get for the 25+ dollars you'd spend generating the code. But those games have already been designed a specific way, based on the developer's ideas and imagination and vision. If you're the sort of person who always thinks along the lines of "I wish there was a way to upgrade spells" or "it would be great if you could open this door and see what is behind it" or "I hate the way orcs and goblins are friends, they should actually fight each other" That has always been the issue with games: they capture the imagination... and then stop there. There's no way to expand them the way you want (except for submitting requests/wishes to the devs and hope they listen and add it in a short enough time period) and customization options are always very limited. AI, on the other hand, empowers everyone to bring their own ideas to life. Sure, those ideas may not be great, or the execution may not be great, but at the end of the day it's a way to express one's imagination that would otherwise take years to do. | ||||||||||||||||||||||||||||||||||||||||||||