The GTA CEO is so based
377 segments
I I'm speaking. I'm a speaking guy.
Okay. Sorry. I don't know what's
happening. So, what is your overall
viewpoint on AI, though?
>> Again, that that's sort of like saying,
"How do you feel about motherhood and
apple pie?" I like both. All things
technology that can create efficiency.
I'm I'm all in on
>> Oh my gosh. Another one of these CEO
kind of brain dead takes about AI. Here
we go. Okay. What do you got to say
there big guy?
>> You know our stock goes down by 50
points because people are like anyone
can make a video game. That was the
thesis. Any with AI anyone can make a
video game. It's like anyone can make a
video game last week. Like anyone can
make a video game 5 years ago. The
technology is readily available. It's
commoditized. You know how many mobile
games get put out a year? Thousands. You
know how many hits are made in a year? 0
to five. You know who makes them? Thank
you very much. We do.
>> Absolute
cinema. Is this a is this a CEO with a
based AI opinion? So, this is the
interview with the CEO of Take 2. If you
don't know Take 2, they're the ones that
run Zingga, uh, Rockstar, and 2K. So,
they make all the sports ball games.
They make GTA, Civilization,
Borderlands, Bioshock, Red Dead
Redemption, and they also make whatever
Zingga does, Farmville or something like
that. I don't I have no idea what that
company does, but nonetheless, this is
the CEO of those companies. and he
actually has an interview that's about 3
minutes long that is just absolutely
based normal somehow not completely
filled with psychosis view of AI.
>> Of course, he still makes a 12minute
video about it
prime
>> and I just have to yap about it because
there's so many dang good points in
this. But first, we have to talk about
today's sponsor.
>> You're killing me, Merge Cop. That
little stunt of yours turned into a
six-hour postmortem.
>> HE'S EMERGING TO PROD. YOU HAVE THE
RIGHT TO remain silent.
>> Come on, Kamish. That code wasn't clean,
and you know it.
>> I don't got time for this. Vim RC's are
being vandalized across the city.
>> The Differ.
>> No, no, no. The Diffler's a myth.
>> The Differ's out there, and I'm going to
be the one to deprecate him.
>> You need to focus on your Jira tickets,
not chasing a ghost. No more cowboy
coding for you. I'm assigning you a
partner.
>> A partner? You can't do this to me. I am
a lone wolf. I'm an IC. I do not need
some deadweight junior dev hold me back.
>> No, you're not reverting this one, Merge
Cop. He might actually teach you a thing
or two. He did graduate top of his class
with a flawless CI record. Merge Cop,
meet your partner, Lieutenant Squash.
>> Pleasure to admit your acquaintance.
Merge cop
tests, functional tests, end to end
tests, acceptance tests,
>> performance tests, load tests, stress
tests, math tests, system tests,
internationalization.
>> All units, there has been a reporting of
a Diffler sighting at a local cafe.
>> Copy. We're on it. It's our chance to
get the Diffler. Get in. Compatibility
test. I'm just supposed to throw more
kinds of test.
>> Shut it, Twitch. It's time to get the
deadler.
>> Sanity test.
Snapshot test.
>> Smell that.
>> I've been telling him I need new pills.
Put it in my back.
>> The commission said we had
>> Stay in the car. I'm about to get force
my fist into Differ's face.
>> We have to stick to the process.
>> What do you think you're doing?
>> Uh, building in public.
>> Wrong answer, Diffler.
>> And know my rights. This is just a side
project.
What is Merge Cop even doing? I'm
working on my side project. I don't even
need him. I'm using Code Rabbit. With
something like Code Rabbit, it's like
having a codefounder always watching my
back. I'm not going to leak customer
information. I'm always going to be up
to date on coding best practices. You
don't believe me? You can try it too at
codrabbit.ai.
>> Next week on Merge Cop.
>> I'm on your dip like a peep. Oh, I know
you're the tip.
>> So, the man that's inside this video is
Stros. Oh, wait. What? 1957,
bro. He's 69. Nice. But look at that
hairline. I MEAN, BRO, I I'M already
losing the battle out here. Okay, I The
war is being waged and I am losing on
the front lines. And this guy is 69. And
nice, bro. Okay, screw the AI tips. You
got to give me some of these like these
looks maxing. Okay. Looking good for 69.
I got to say. All right. So, let's
actually take a look at a couple of
things he said that I I just thought
were really well worded.
>> Remember what AI is, despite the fact
that there are people in Silicon Valley
who don't want you to believe this is
big data sets, lots of compute, and a
large language model mushed together.
That's what they are. So, data sets by
their very nature are backward-looking.
Creativity by its very nature is
forward-looking. Like I I really do like
what he has to say about data just
purely being a backwardslooking idea.
Whereas when you're coming up with
something super creative, it has to be
you you can't just simply be based on
everything you've ever seen before. You
have to add something a little bit, you
know, special to it. And I'm thinking
right now of Jonathan Blow's new game,
Order of the Sinking Star. Like this
looks very fun. A thousand handcrafted
puzzles. And yet this doesn't stop
really dumb tweets. This is that
mentality that I absolutely hate, right?
There's always somebody that's out there
that's just being like, "Dude, I could
vibe code this so easy peasy. Not a
problem." It's just like, "No, you
can't." Just like the Take 2 CEO said,
making video games that's already been
available. What do you mean you can now
only make them? No. 5 years ago was
commoditized. Making video games in the
'9s was genuinely super duper hard.
Making video games today can arguably be
said to be significantly easier,
especially as an indie dev,
comparatively to what they used to have
to go through. Like you have GDAU, you
have Unity, you have Unreal 5 engine
supermax lighting that looks just
absolutely radical. I could never figure
out those math equations to make
lighting look like anything. And yet
that's just completely available to
everybody. So when you see these things
and you see people being like, "A, it's
so easy." Yeah, dude. Well, you could
just vibe code. You could just vibe code
this. It's just like, no, you couldn't.
who don't have the ability or the
creativity to actually create these
things that are novel and fun and
unique. And this is also something I can
kind of generally respect about Grand
Theft Auto is that yeah, they could have
rushed it and released it, you know,
earlier this year. I mean, GTA, we've
been all waiting for GTA 6 for how long
now? But the fact is is that they're not
releasing it right away because they
want to get the game right. They
actually want it to perform well. I know
it's like a crazy AAA strategy. make a
video game and make a piece of software
that works. I know un this is unheard
of, right?
>> Wow. With AI, we can more efficiently
create a completely derivative property.
Like derivative properties don't work.
So that's where the thread has been lost
that AI so far is really great at asset
creation, but hit creation is an asset
creation. Asset creation is a necessary
but insufficient condition for hit
creation. I absolutely love this because
this just goes to show that creating
something unique in novel is still just
so difficult and and he's actually
getting to a point that's really
interesting which is okay sure asset
creation goes to zero. Let's just
pretend it goes to zero which we all
know it actually does not go to zero. Uh
but it's not like asset creation wasn't
the thing that makes something good.
That's just a part of making something
good. to make a hit, you need asset
creation. But you can't make asset
creation to make a hit. And it's just
it's so interesting, which also leads to
a second even more interesting point,
which is that now that this has been so
democratized to the point where I can
just give English to kind of produce
whatever I want. Pretend we're I'm doing
a lot of heavy lifting because I know
AI, I know how it doesn't scale, blah
blah blah blah blah blah, right? Very
difficult to actually make a really
seriously large project with it. Now,
let's just pretend you can. Even if you
could, you start getting into this area
where so much of it is going to just
feel so average and so non-hitlike
because it is just all the stuff before.
It's just so derivative that the cost of
making things as they approach zero.
What it really means is the cost of
making something novel is just going to
get harder and harder to do. It's going
to be harder and harder to stand out. I
do like the phrase that it's never been
easier to make music, but it's never
been harder to make a hit. And that's
the exact same thing with software. It's
never been easier to make software. It's
never been harder to make a hit. I mean,
that's just true. It's like we don't you
don't need this new technology to create
assets that are competitive. That
already exists. It will be quicker to do
it, but speed isn't the issue. If I told
you, David, with this technology, you
can create something that looks exactly
like GTA
and it's going to take 3 years, not 30
seconds, you'll be like, I'll spend 3
years on it. It's worth it. But and that
exists. You can in 3 years technology
exists prior to AI to clone GTA, but it
won't be GTA. Maybe a clone of GTA.
Clones don't sell. All hits are by their
very nature unexpected.
See, the thing I I I like this guy. I
like how he says it because the typical
Silicon Valley version of this is they
just say, "Oh, you need to have taste."
But there's something so much more to
that than just simply taste. It's not
just crap out of product as fast as
possible. Get the product market fit
fast as possible. Absolutely. Try to
sell to everybody completely go House of
Card style and just massively produce
code as quickly as possible just to be
able to show to somebody, hey, look, I
can make the thing really, really
quickly. Instead, it's like, well, you
can take 3 years and you can clone
whatever. You can do all these things.
All this stuff has already been
available. Anyone who's making this
excuse that somehow we weren't able to
build stuff before AI, they're just
diluting themselves and they're diluting
you. Like, that's not the case. The hard
part, and it will continue to be, is not
just taste. It's the ability to actually
build something people want and actually
have to sit down and think about it and
create IP that's actually compelling. I
just wanted to talk about this because,
you know, I've been I've been flirting
for a while now with game development.
You know, we've been on a couple dates,
okay? I've spent a few hours doing it
now. And so, I just I I love the idea
of, hey, there is still so much room and
availability to sit down and think
really, really hard about things. And
how do you make a compelling new
experience? How do you actually make
something that is just creatively unique
and maybe just maybe you can still make
a hit even if all these other things go
to zero asset creation coding and all
that which by the way uh just as more of
like an inspirational note I don't think
any of those things have gone to zero
right I don't think making compelling
assets you can just simply generate
everything there's so much to having
like a dedicated artist that makes this
cohesion somehow so much more beautiful
something that you just can't quite grab
from an AI. And there's also something
about just knowing and handtuning all
the parameters and making things really
feel and programming it a certain way
that just gives it this unique feel and
perspective that you just can't get by a
generation. There's like there's so much
to making something a unique experience
that's not just make it so number one.
And that's what I really want to
encourage you is I still think there's
just so much dang value out there in
actually being good at your craft. I
don't want you to be deluded to the
point where you think that the only
thing valuable in the world is
instantaneous time. Make it happen,
right? Because I think that if you just
fall into that trap of thinking, you're
just going to be in this weird zone
where all you do is spend all of your
money and time playing with the
stochastic machine and never actually
getting that satisfaction, that that
happiness, that goodness that comes from
creation. When you really sit down and
think about it and design something, not
just visually, but through the whole
pipeline of like this thing is well
done. From soup to nuts, I am happy.
Also, totally do not understand the
phrase soup to nuts. I do not know what
soup and nuts have to do with each
other. I assume that's like first meal
is if I have a multi-course meal and
with a finisher dessert of nuts. I don't
know. I don't understand that phrase at
all, but people say it. Okay. I really
liked this and I wish that we had more
people like him in positions of
leadership speaking about AI instead of
the constant Daario effect of just, hey,
by the way, sorry everybody, you're
jobless in six months. Yeah, you Yeah,
you Yeah, yeah, you you're done. I mean,
sure, we're going to have a company that
everybody's going to use. All these
companies that are paying millions of
dollars a year
selling to people without jobs. Okay,
weird future, dude. I don't know. Don't
know how that one's going to work out.
By the way, I would love to have this
guy on the standup. So, if anybody
happens to know him, if anybody can send
him some messages, I've tried tweeting.
Hey, you can get a hold of him. Tell him
the world's most watched standup awaits
his presence.
The name is the primogen.
Ask follow-up questions or revisit key timestamps.
The video features a critical analysis of a recent interview with the CEO of Take-Two Interactive, focusing on his pragmatic and grounded perspective on AI in game development. The creator argues against the prevalent 'Silicon Valley' hype that AI makes game creation effortless, instead emphasizing that hit games are defined by originality and human-driven craftsmanship rather than just speed or asset generation. The discussion highlights that while AI can assist in asset creation, the true challenge of making a successful product remains rooted in creativity, intentional design, and building something genuinely novel.
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