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358 points maloga | 4 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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hcnews ◴[] No.45007151[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.

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.

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whoknowsidont ◴[] No.45007243[source]
> 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.

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__loam ◴[] No.45007493[source]
Don't be a prick in public man, it looks bad
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1. whoknowsidont ◴[] No.45007635[source]
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.

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2. 3036e4 ◴[] No.45007962[source]
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).
3. hcnews ◴[] No.45009439[source]
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 ...

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4. whoknowsidont ◴[] No.45016065[source]
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.