Stop Being Tricked
312 segments
Fellas, is it over? Or are we so back?
Now, for the last few years, we've kind
of been in this limbo of we are so over,
no, actually we're so back. And you
know, it's it's a little difficult. The
latest version of it's so over comes
courtesy of this Claude Opus 5 demo.
Look at this. This is a one-shotted
game. The entire thing. One shot. One
prompt. This isn't the only one. There's
plenty of these all over the the
internet right now. Here's another one
with snowboarding. Another one that
looks like some sort of Starfield
variant or clone. RTS's in space. Or
this one that looks just like
Battlefield. Oh, that that that one's
actually just Battlefield. There's just
hundreds more of these and we're seeing
them all the time and the kind of common
thread I'm seeing is that game dev
Guess what? All of you guys that went to
school, you're dumb because AI games
it's going to be amazing. You don't even
know. And I wanted to take a moment and
I wanted to talk about this, okay? The
what I what I'm now referring to as demo
porn. Because I think there's two camps
of people right now. The it's fake,
you're faking it, oh, but it's actually
just super sucky and everything that
you're showing is stupid. Or B, oh my
gosh, it's the greatest thing ever, all
game devs are out of a job and
everybody's going to be able to create
their own triple-A game. Naturally, I
disagree with everybody and I think
everybody's completely wrong. I have the
mandate from heaven to give an opinion
on this matter and I'm going to give a
very strong opinion on this matter. Now,
before we do that, of course, naturally,
I would like to say thank you to the
sponsor.
>> Look at all these engineers sitting at
their neat little desks.
It takes dirty work to keep a code base
clean.
>> [music]
>> Every day sickos are out there
committing unreviewed code. And when
that happens,
linters won't save you. You need someone
like me.
>> Let's go!
>> Feature freeze, scrum bag.
>> Who you calling scrum bag?
>> What's this slop you're trying to push?
Unnecessary comments? Global state?
Nested ternaries?
>> Uh, my bad. I didn't even read the code
yet.
>> You disgust me. Step away from the
keyboard.
>> Just let me explain.
>> Is that a mouse? HE'S MERGING A PROD.
>> YOU HAVE THE RIGHT TO REMAIN SILENT.
Anything you push to GitHub can and will
be used against you. You have the right
to a debugger, but if you cannot afford
one, a public stack trace will be made
available to you.
>> And one more code criminal off the
streets where they belong.
HR.
>> [snorts]
>> Look, I didn't
I know I didn't review any of the code,
but I was going to have Code Rabbit
review it from the start. With one-click
fixes and style enforcement, I don't
need Merge Cop.
I would never merge unreviewed code, but
a first pass with Code Rabbit always
makes things go faster. Actually, you
can try it, too, at coderabbit.ai.
>> Next week on Merge Cop.
>> The diff ler's out there, and I'm going
to be the one to deprecate him.
>> Now, I already know what everybody wants
me to do at this point, right? Which is
they want me to [ __ ] on all these games.
Be like, "Dude, these people are idiots.
What they're creating sucks.
Everything's awful." Uh, the reality is
I I just don't I don't I just don't
think that. See, I remember a time when
the old one-shot examples were this
bouncing ball inside of some sort of
hexagon, sex octagon octagon situation.
But now, this is the new one. It's some
sort of really bizarre clone of Call of
Duty. And the thing is is that I don't
want to actually [ __ ] on that itself cuz
to me, it's very impressive. That is how
far we've come. That is what the new
models can do. All right, hey, that's
super cool. The fact that I can say few
word in English and big result come out.
Much wow, very great. To make my case,
let me first
describe a problem that I've seen with a
lot of AI art, generally speaking. When
I go onto the internets and I go to one
of these many AI generated items and I
say, "Hey, yo, give me me picture of a
crab." It doesn't really matter what the
crab that comes back looks like. An
infinite possibility of crabs look like
a crab. And I go, "Holy cow, look at how
realistic that looks. Oh my gosh, look
at the shading. Look at all this stuff."
But the reality is is I asked for a crab
and statistically speaking it gave me
something out that I cannot really
distinguish whether it is or is not a
crab. It looks like a crab. I'm like,
"Oh my gosh, it's a crab." But there's a
fundamental problem. I didn't have any
opinions on what the crab should look
like. I didn't go, "Okay, I want a crab
with this exact lighting angle. I want
all these little details. I want it to
move in this very specific manner."
Because I want something that I want to
create. Not just what could be. Not a
single point in the set of all possible
crabs. I want a very specific crab. And
anybody who's gone through this exercise
knows that there is a world of
difference between the exact thing I
want and just a point in space. And Matt
Schumer, the person that's really kind
of
leading the way on these one-shot demos
saying how amazing AI gaming is going to
be, writes a blog post and goes through
exactly how he did his one prompt. And I
think that this is the most important
point that you need to take away.
Minimal is better here. We want the
agent to decide the specifics. Again,
you can get anything you dream up, just
nothing you want. And what I mean by
that is look at this little stick man
figure, okay? Okay, that swing was
pretty nice, whatever. I made this game
and to generate this game took almost no
time, nothing. A few minutes and boom,
this all worked out. But the stick guy
looked horrible. Uh his swing was all
weird. He was facing the ball. All sorts
of strange like everything was wrong
about it. And for the next 2 hours I
tried to get it to look better and yes,
it does look better based on what you're
seeing, but still it's nothing what I
can envision inside of my head. And
getting it to go from super janky and
weird-looking into something that just
kind of swings and mostly looks normal,
that cost me $117
of Claude Opus 5, totaling 72 million
tokens. And that was only to get a
result that's like 25% of what I want.
And this is the fundamental with demo
porn. Demo porn just simply says, "Hey,
go look at Starfield and make
something." And it does an incredible
job cloning some basic visual version of
it in which you let it infinitely
iterate for some, you know, hundreds, if
not thousands of dollars. That's
awesome. It's It's It's a cool feat.
It's a cool world we live in. And I bet
you there will be some cool ideas and
games that actually get executed via
this way. But the problem is this, what
makes a good multiplayer shooter? Well,
the levels are a very important part.
Are you going to be able to just a AI
generate a level that's actually fun? If
you've spent any time playing a
multiplayer level, you know it takes
hundreds, if not thousands of hours of
really precise building to create the
perfect multiplayer experience just for
one level. The work is still all there.
The demo is neat. It's cool. It's
something, but it's not actually a game.
And that's why I call it demo porn. It's
like you're getting something, but
you're not getting anything real at all
because all the work is in making the
game fun. And you can see that with all
the responses. All the responses were
like, "Dude, if you know anything about
Unity, you'd be able to do it in like 2
hours without spending a gazillion
dollars." It's like, that's not the
point. The point is it's super cool that
we can build this. But the real point is
it doesn't matter that you can generate
it. What matters is that you can
generate exactly what you want. What
does that look like? I want to see
somebody make Call of Duty for actually
real and generate every single stage of
the way cuz what we'll probably end up
finding is, "Oh, no, actually
it's just 10 times easier, 10 times
faster, and 10 times better hiring an
artist to do a lot of the modeling and
getting things better. Oh, yeah, it
actually turns out you run to like all
sorts of insane performance problems and
you actually just need an expert to step
in. Oh, it turns out actually making a
fun level is super hard and actually
having somebody that understands game
mechanics is really, really important.
Uh, I'm going to need them to step in.
And then next thing you know, you didn't
actually solve the problem, but you were
able to generate something that looked
compelling. I've no I already referenced
this video, but I want to just show it
again because I think he says it so
perfect.
>> 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'd 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. It'll be a
clone of GTA. Clone Stone Cell. All hits
are by their very nature unexpected.
>> Absolutely beautifully said and of
course very based. Absolutely love that
video, love that interview. I just
wanted to talk about this because I
think people who don't build the thing,
they see this and go, "Wow, it's so
impossibly impressive. I could never do
that." Reality is yes, of course you
could do that. You just would have to
learn some things and then boom, you
would be able to do that. But that's not
the point. Like the point is really that
the distance between demo to a finished
product is a gulf that is gigantic. I
don't think AI has solved the abandoned
project problem. In fact, I think
there's at least a magnitude more of
abandoned projects because even when you
fully generate something, the tedium,
the the actual like constantly going
back and forth continues to be the same
thing. Yes, you're moving faster, but
you just have a whole new set of
challenges. And again, the difference
between demo and reality and something
that is good that people actually want
is a golf that is gigantic. And good,
amazing decisions don't come from, "Hey
model, you decide." No, it comes from
you sitting down and thinking for days
or weeks about one small little feature.
There's a tower defense game that I'm
building and one of these small features
is that you get these upgrades and when
an upgrade happens, bullet time starts.
And coming up with that idea of bullet
time and exactly how it should look and
feel, it was like four or five hours of
experimenting just for one tiny little
feature. And games are just an
amalgamation of a million tiny little
features. Anyways, I just wanted to say
all these things cuz I really want to
encourage you guys that A, it's not so
over and B, don't be tricked by demo
porn. Stop being tricked. It's not the
end of the world. This isn't the most
amazing thing. Go look at all the
videos. Immediately you'll start seeing
that there's like 1 billion problems
within all the demos, but that's like
again, besides the point. Just don't
forget, something that is amazing that
actually captures people's attention
takes time and dedication, no matter how
easy it is to generate exactly what you
want. Because determining what is
actually the best is still really hard
in a world where everything is free. The
name
is the Prime Agent.
Ask follow-up questions or revisit key timestamps.
The speaker addresses the ongoing debate about AI's role in game development, specifically critiquing the current trend of impressive one-shot AI game demos, which he terms "demo porn." While acknowledging the visual appeal of these AI-generated game clones, he argues that AI excels at producing generic content but struggles to deliver precisely what a developer intends. He illustrates this with a personal experience, detailing the significant cost and time involved in refining an AI-generated game feature to meet a specific creative vision, only to achieve partial satisfaction. The core issue, he explains, is that AI currently fails to address the fundamental challenge of making a game truly fun and engaging. Creating compelling features, especially for complex experiences like multiplayer levels, still demands immense human effort, precision, and dedicated creative thought, elements that AI cannot yet replace. He concludes by urging developers not to be misled by "demo porn," emphasizing that captivating games require human dedication to define and achieve "the best," even as AI makes generation easier.
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