AI's Big Leaps Are Slowing. That Could Be a Good Thing (wsj.com)
1 points by geox 11m ago 0 comments
The great medieval water myth (2013) (leslefts.blogspot.com)
4 points by apsec112 33m ago 2 comments
Making games in Go: 3 months without LLMs vs. 3 days with LLMs
63 maloga 43 8/24/2025, 3:01:24 PM marianogappa.github.io ↗
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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Just look at something like ludum dare and all the top entries (out of thousands of games submitted) are all usually quite polished given the timespan.
1: Even with AI, it's a lot of work to make a full game. When most people think "I have a cool game idea", they're usually imagining something polished and non-trivial, possibly 3d. You could make a short text adventure in a few days with AI, or a very simplistic 2d game, but anything more ambitious (like 3d) is going to take a lot more effort.
2: Releasing on steam requires you to pay $100. I imagine this is a substantial deterrent for "3-day projects", unless you think it'll sell $100 worth.
3: There's more to game development than creating assets and writing code. The author of the article recreated an existing game, which sidesteps one of the most difficult parts of gamedev: design. Creating a compelling game is surprisingly difficult. Granted, you don't need a compelling game in order to release on steam, but I myself have made many prototypes over the years which I've abandoned because the idea just wasn't as interesting as I thought it would be.
4: I've made a few prototypes with AI assets, and one issue I frequently run into with image generation is: it still takes a fair amount of work to generate the same character in different poses, facial expressions, outfits, etc.
5: There is still considerable prejudice against using AI to make game assets. I think some people (myself included) are hesitant to release a game with lots of AI generated assets at the current moment, for fear of public backlash. Eventually that will calm down and it will become more socially acceptable to use AI to generate game assets.
I am bullish about AI improvement over the next decade, and I think we'll gradually see all of these issues resolve themselves as AI improves. But at the present moment, it's not quite as easy as the article makes it seem.
Having a good and semi unique idea, is a rare. If I had a great game mechanic idea, the rest would be trivial.
Say you do get a good game loop together that you feel will be successful. You will also now need to loop in art teams for artistic direction, music, character design, etc. A good game loop isnt enough, it needs to be presented in an equally interesting and unique way.
Finally, there is the risk. There is a massive time investment in making games, and you are catering to an audience that is not only accustomed to pirating but finds it morally righteous to steal your work. This is why app developers prefer to make iOS apps. The customers are accustomed to paying and have little interest in pirating.
post-launch and even before that, your job becomes paying and convincing streamers to play your game constantly in the HOPE people start to notice it.
All of this stress and work to hopefully just make an ok amount of money. I have so many excellent games in my steam library by indie devs that gave up after one or two very successful games. And I doubt it's because everything was going so well.
Watching LLM generating the code doesn't help with producing the dopamine.
https://steamdb.info/stats/releases/
Which is really easy to argue it's more down to Unity + successors making game dev accessible as it starts in 2015.
No huge spike since Claude code got released or anything like that.
Not really. The jump from 2023 to 2024 is bigger than the jump from 2019-2022 in raw numbers and 2020-2022 in %. So the jump of 3 to 4 years happened in a single year.
So it’s interesting to think about what the gaps are between fulfilling a single prompt and completing a project.
You may as well buy a shooter game starter pack or whatever that can save you >1year of coding, no llm needed.
Code is not a hard part.
Making mechanics fun and good assets is what is hard and takes forever.
Sure you can use llm to write a generic game, but its easier to find same game on github and just use that code, why would you write it again with llm.
Also the idea that a dev who could making a game in 24 hour would create something professional and polished in 3 days is a joke. The answer to “where are all the games” is simple: LLMs don’t actually make a huge impact on making a real game.
…Joking…. For now
The code was slop probably taken somewhere from GitHub.