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358 points maloga | 6 comments | | HN request time: 0s | source | bottom
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starchild3001 ◴[] No.45006027[source]
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.

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1. raincole ◴[] No.45006330[source]
> 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.

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2. mirkodrummer ◴[] No.45006351[source]
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
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3. lkramer ◴[] No.45006405[source]
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.
4. raincole ◴[] No.45006680[source]
Correct, but it's really hard to comprehend how this is related to what I said.
5. nine_k ◴[] No.45006788[source]
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.

6. Ekaros ◴[] No.45007778[source]
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.