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▲ palmotea 16 hours ago

> From what I’ve seen, most of the flood of LLM-created games aren’t profitable

It's it possible for an LLM-created game to be profitable but "unsuccessful?"

For instance, if (on average) if it costs $100 in tokens and time to make a crappy LLM-game clone, but you can clear $200 in sales per game on average, you're ahead.

And the economics of slop mean there are a lot of people in 3rd world countries who will make all that effort for a $100 payout (or less).

▲klodolph 16 hours ago | parent [-]

I’m sure somebody out there is pointing an LLM at things and getting a $200 average payout or better on $100 in tokens, but if your game is getting copied for $100 in tokens, I’m not sold on the idea that you were going to make money in the first place.

▲palmotea 16 hours ago | parent [-]

> but if your game is getting copied for $100 in tokens

My point is they don't actually have to do a good job, they need to make a pile of shit that looks just good enough to trick a few people into buying it.

▲klodolph 15 hours ago | parent [-]

Ok, in order to make money? Let people make some money making shitty copies of my game. I think there are roughly two scenarios here.

Scenario one: they’re competing with my game and stealing my thunder. In this scenario my game wasn’t very good to begin with.

Scenario two: we’re going after different customers. They get the customers who want a cheaper game, I’m getting the customers who want a better game.