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358 points maloga | 1 comments | | HN request time: 0s | source
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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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ants_everywhere ◴[] No.45007178[source]
> 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.

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1. typpilol ◴[] No.45007503[source]
It's been YouTube series of AI vs AI starcraft for a long time.

AI is insane. It can do like 10,000 actions per second lol

https://youtu.be/0p34y7X0VCM?si=GSAjOyRmK6kNmYdx