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Stop Being Tricked

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Stop Being Tricked

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312 segments

0:00

Fellas, is it over? Or are we so back?

0:03

Now, for the last few years, we've kind

0:05

of been in this limbo of we are so over,

0:07

no, actually we're so back. And you

0:10

know, it's it's a little difficult. The

0:12

latest version of it's so over comes

0:14

courtesy of this Claude Opus 5 demo.

0:17

Look at this. This is a one-shotted

0:19

game. The entire thing. One shot. One

0:22

prompt. This isn't the only one. There's

0:24

plenty of these all over the the

0:26

internet right now. Here's another one

0:27

with snowboarding. Another one that

0:29

looks like some sort of Starfield

0:31

variant or clone. RTS's in space. Or

0:35

this one that looks just like

0:37

Battlefield. Oh, that that that one's

0:39

actually just Battlefield. There's just

0:41

hundreds more of these and we're seeing

0:43

them all the time and the kind of common

0:45

thread I'm seeing is that game dev

0:48

Guess what? All of you guys that went to

0:50

school, you're dumb because AI games

0:52

it's going to be amazing. You don't even

0:54

know. And I wanted to take a moment and

0:56

I wanted to talk about this, okay? The

0:57

what I what I'm now referring to as demo

1:00

porn. Because I think there's two camps

1:02

of people right now. The it's fake,

1:04

you're faking it, oh, but it's actually

1:06

just super sucky and everything that

1:08

you're showing is stupid. Or B, oh my

1:10

gosh, it's the greatest thing ever, all

1:12

game devs are out of a job and

1:13

everybody's going to be able to create

1:14

their own triple-A game. Naturally, I

1:16

disagree with everybody and I think

1:18

everybody's completely wrong. I have the

1:20

mandate from heaven to give an opinion

1:22

on this matter and I'm going to give a

1:24

very strong opinion on this matter. Now,

1:27

before we do that, of course, naturally,

1:29

I would like to say thank you to the

1:30

sponsor.

1:31

>> Look at all these engineers sitting at

1:33

their neat little desks.

1:35

It takes dirty work to keep a code base

1:37

clean.

1:38

>> [music]

1:38

>> Every day sickos are out there

1:40

committing unreviewed code. And when

1:42

that happens,

1:43

linters won't save you. You need someone

1:46

like me.

1:47

>> Let's go!

1:49

>> Feature freeze, scrum bag.

1:51

>> Who you calling scrum bag?

1:52

>> What's this slop you're trying to push?

1:54

Unnecessary comments? Global state?

1:57

Nested ternaries?

1:58

>> Uh, my bad. I didn't even read the code

2:00

yet.

2:01

>> You disgust me. Step away from the

2:03

keyboard.

2:03

>> Just let me explain.

2:05

>> Is that a mouse? HE'S MERGING A PROD.

2:07

>> YOU HAVE THE RIGHT TO REMAIN SILENT.

2:08

Anything you push to GitHub can and will

2:10

be used against you. You have the right

2:12

to a debugger, but if you cannot afford

2:14

one, a public stack trace will be made

2:15

available to you.

2:18

>> And one more code criminal off the

2:20

streets where they belong.

2:22

HR.

2:23

>> [snorts]

2:25

>> Look, I didn't

2:28

I know I didn't review any of the code,

2:30

but I was going to have Code Rabbit

2:31

review it from the start. With one-click

2:33

fixes and style enforcement, I don't

2:35

need Merge Cop.

2:36

I would never merge unreviewed code, but

2:38

a first pass with Code Rabbit always

2:40

makes things go faster. Actually, you

2:42

can try it, too, at coderabbit.ai.

2:45

>> Next week on Merge Cop.

2:47

>> The diff ler's out there, and I'm going

2:49

to be the one to deprecate him.

2:55

>> Now, I already know what everybody wants

2:56

me to do at this point, right? Which is

2:58

they want me to [ __ ] on all these games.

3:00

Be like, "Dude, these people are idiots.

3:02

What they're creating sucks.

3:03

Everything's awful." Uh, the reality is

3:05

I I just don't I don't I just don't

3:07

think that. See, I remember a time when

3:09

the old one-shot examples were this

3:11

bouncing ball inside of some sort of

3:13

hexagon, sex octagon octagon situation.

3:16

But now, this is the new one. It's some

3:19

sort of really bizarre clone of Call of

3:22

Duty. And the thing is is that I don't

3:24

want to actually [ __ ] on that itself cuz

3:26

to me, it's very impressive. That is how

3:28

far we've come. That is what the new

3:30

models can do. All right, hey, that's

3:32

super cool. The fact that I can say few

3:34

word in English and big result come out.

3:37

Much wow, very great. To make my case,

3:39

let me first

3:41

describe a problem that I've seen with a

3:42

lot of AI art, generally speaking. When

3:45

I go onto the internets and I go to one

3:47

of these many AI generated items and I

3:49

say, "Hey, yo, give me me picture of a

3:50

crab." It doesn't really matter what the

3:53

crab that comes back looks like. An

3:55

infinite possibility of crabs look like

3:58

a crab. And I go, "Holy cow, look at how

4:01

realistic that looks. Oh my gosh, look

4:03

at the shading. Look at all this stuff."

4:05

But the reality is is I asked for a crab

4:08

and statistically speaking it gave me

4:09

something out that I cannot really

4:11

distinguish whether it is or is not a

4:12

crab. It looks like a crab. I'm like,

4:14

"Oh my gosh, it's a crab." But there's a

4:15

fundamental problem. I didn't have any

4:17

opinions on what the crab should look

4:20

like. I didn't go, "Okay, I want a crab

4:22

with this exact lighting angle. I want

4:24

all these little details. I want it to

4:26

move in this very specific manner."

4:28

Because I want something that I want to

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create. Not just what could be. Not a

4:34

single point in the set of all possible

4:36

crabs. I want a very specific crab. And

4:40

anybody who's gone through this exercise

4:42

knows that there is a world of

4:44

difference between the exact thing I

4:47

want and just a point in space. And Matt

4:50

Schumer, the person that's really kind

4:52

of

4:53

leading the way on these one-shot demos

4:55

saying how amazing AI gaming is going to

4:56

be, writes a blog post and goes through

4:58

exactly how he did his one prompt. And I

5:00

think that this is the most important

5:02

point that you need to take away.

5:04

Minimal is better here. We want the

5:06

agent to decide the specifics. Again,

5:09

you can get anything you dream up, just

5:12

nothing you want. And what I mean by

5:14

that is look at this little stick man

5:16

figure, okay? Okay, that swing was

5:18

pretty nice, whatever. I made this game

5:20

and to generate this game took almost no

5:22

time, nothing. A few minutes and boom,

5:24

this all worked out. But the stick guy

5:26

looked horrible. Uh his swing was all

5:28

weird. He was facing the ball. All sorts

5:31

of strange like everything was wrong

5:32

about it. And for the next 2 hours I

5:35

tried to get it to look better and yes,

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it does look better based on what you're

5:38

seeing, but still it's nothing what I

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can envision inside of my head. And

5:42

getting it to go from super janky and

5:44

weird-looking into something that just

5:46

kind of swings and mostly looks normal,

5:48

that cost me $117

5:51

of Claude Opus 5, totaling 72 million

5:55

tokens. And that was only to get a

5:57

result that's like 25% of what I want.

6:00

And this is the fundamental with demo

6:01

porn. Demo porn just simply says, "Hey,

6:04

go look at Starfield and make

6:06

something." And it does an incredible

6:08

job cloning some basic visual version of

6:11

it in which you let it infinitely

6:13

iterate for some, you know, hundreds, if

6:15

not thousands of dollars. That's

6:17

awesome. It's It's It's a cool feat.

6:19

It's a cool world we live in. And I bet

6:21

you there will be some cool ideas and

6:23

games that actually get executed via

6:24

this way. But the problem is this, what

6:26

makes a good multiplayer shooter? Well,

6:29

the levels are a very important part.

6:32

Are you going to be able to just a AI

6:34

generate a level that's actually fun? If

6:37

you've spent any time playing a

6:39

multiplayer level, you know it takes

6:41

hundreds, if not thousands of hours of

6:44

really precise building to create the

6:47

perfect multiplayer experience just for

6:51

one level. The work is still all there.

6:53

The demo is neat. It's cool. It's

6:56

something, but it's not actually a game.

6:59

And that's why I call it demo porn. It's

7:02

like you're getting something, but

7:04

you're not getting anything real at all

7:06

because all the work is in making the

7:08

game fun. And you can see that with all

7:10

the responses. All the responses were

7:12

like, "Dude, if you know anything about

7:14

Unity, you'd be able to do it in like 2

7:15

hours without spending a gazillion

7:17

dollars." It's like, that's not the

7:18

point. The point is it's super cool that

7:19

we can build this. But the real point is

7:22

it doesn't matter that you can generate

7:23

it. What matters is that you can

7:24

generate exactly what you want. What

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does that look like? I want to see

7:29

somebody make Call of Duty for actually

7:31

real and generate every single stage of

7:34

the way cuz what we'll probably end up

7:36

finding is, "Oh, no, actually

7:38

it's just 10 times easier, 10 times

7:40

faster, and 10 times better hiring an

7:43

artist to do a lot of the modeling and

7:45

getting things better. Oh, yeah, it

7:46

actually turns out you run to like all

7:48

sorts of insane performance problems and

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you actually just need an expert to step

7:52

in. Oh, it turns out actually making a

7:54

fun level is super hard and actually

7:56

having somebody that understands game

7:58

mechanics is really, really important.

8:00

Uh, I'm going to need them to step in.

8:02

And then next thing you know, you didn't

8:04

actually solve the problem, but you were

8:06

able to generate something that looked

8:08

compelling. I've no I already referenced

8:10

this video, but I want to just show it

8:12

again because I think he says it so

8:14

perfect.

8:15

>> Speed isn't the issue. If I told you

8:18

David, with this technology, you can

8:20

create something that looks exactly like

8:23

GTA.

8:25

And it's going to take 3 years, not 30

8:27

seconds. You'd be like, "I'll spend 3

8:28

years on it. It's worth it." But and

8:30

that exists. You can in 3 years,

8:33

technology exists prior to AI to clone

8:36

GTA. But it won't be GTA. It'll be a

8:39

clone of GTA. Clone Stone Cell. All hits

8:43

are by their very nature unexpected.

8:45

>> Absolutely beautifully said and of

8:47

course very based. Absolutely love that

8:50

video, love that interview. I just

8:51

wanted to talk about this because I

8:52

think people who don't build the thing,

8:55

they see this and go, "Wow, it's so

8:58

impossibly impressive. I could never do

9:00

that." Reality is yes, of course you

9:02

could do that. You just would have to

9:03

learn some things and then boom, you

9:04

would be able to do that. But that's not

9:06

the point. Like the point is really that

9:08

the distance between demo to a finished

9:11

product is a gulf that is gigantic. I

9:14

don't think AI has solved the abandoned

9:17

project problem. In fact, I think

9:19

there's at least a magnitude more of

9:21

abandoned projects because even when you

9:23

fully generate something, the tedium,

9:26

the the actual like constantly going

9:28

back and forth continues to be the same

9:30

thing. Yes, you're moving faster, but

9:32

you just have a whole new set of

9:34

challenges. And again, the difference

9:35

between demo and reality and something

9:38

that is good that people actually want

9:40

is a golf that is gigantic. And good,

9:43

amazing decisions don't come from, "Hey

9:45

model, you decide." No, it comes from

9:47

you sitting down and thinking for days

9:50

or weeks about one small little feature.

9:53

There's a tower defense game that I'm

9:55

building and one of these small features

9:56

is that you get these upgrades and when

9:57

an upgrade happens, bullet time starts.

10:00

And coming up with that idea of bullet

10:02

time and exactly how it should look and

10:04

feel, it was like four or five hours of

10:06

experimenting just for one tiny little

10:09

feature. And games are just an

10:12

amalgamation of a million tiny little

10:15

features. Anyways, I just wanted to say

10:16

all these things cuz I really want to

10:18

encourage you guys that A, it's not so

10:20

over and B, don't be tricked by demo

10:23

porn. Stop being tricked. It's not the

10:25

end of the world. This isn't the most

10:27

amazing thing. Go look at all the

10:28

videos. Immediately you'll start seeing

10:30

that there's like 1 billion problems

10:32

within all the demos, but that's like

10:33

again, besides the point. Just don't

10:35

forget, something that is amazing that

10:38

actually captures people's attention

10:40

takes time and dedication, no matter how

10:43

easy it is to generate exactly what you

10:45

want. Because determining what is

10:47

actually the best is still really hard

10:50

in a world where everything is free. The

10:52

name

10:54

is the Prime Agent.

Interactive Summary

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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