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Fable vs GPT-5.6 Wasn’t Even Close

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Fable vs GPT-5.6 Wasn’t Even Close

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410 segments

0:00

In my previous video, I had Fable build

0:02

a completely polished system, a game of

0:05

spades, that went all the way from a

0:07

very clear design document to a

0:10

completely polished deliverable

0:11

application. That video really goes

0:13

through how I did all of that. Once I

0:16

got there and it was so good, I thought,

0:19

"Why I wonder if Soul can do the same

0:20

thing?" So, this video is kind of an

0:22

investigation into can the GPT-5 6 Soul

0:25

model do almost the exact same steps

0:28

with a different application to be fair,

0:30

but very, very similar. And actually,

0:33

the finding that I came up with was

0:35

entirely surprising to me. This is not

0:38

what I thought the outcome would be, so

0:40

it's worth taking a look. But, what

0:41

you'll really find here is should you

0:43

use Fable? Should you use Soul? Are they

0:46

completely interoperable with one

0:48

another? Are they kind of hot swappable

0:49

and it doesn't matter? Or does it

0:51

really, really matter? And let me tell

0:53

you, to me, it really, really matters.

0:55

So, let's dive in and I'll show you

0:56

exactly what we're going to go through.

0:58

Okay, wait a second. One very quick note

1:00

here before we dive in. I want to make

1:02

this very clear up front. One

1:04

application that we built was spades.

1:06

The next one that we built was

1:08

Parcheesi. If you don't know the

1:09

Parcheesi game, you'll be introduced to

1:11

it very quickly here. It's a little bit

1:13

more complicated. It is not 10 times

1:15

more complicated. It is not two times

1:17

more complicated to build, but it is a

1:19

bit more complicated. There's some more

1:20

moving parts to it. So, that exists and

1:24

what we asked Soul to do was, quite

1:26

frankly, more difficult than what we

1:27

asked Fable to do and we would

1:29

anticipate the results would match that.

1:32

They do match that, but they kind of

1:34

over match that. You'll see in a second.

1:36

I just wanted to call that out. Okay, as

1:38

I mentioned, I have a previous video

1:40

that goes through all of the how here.

1:42

So, if you're looking for exactly how I

1:44

got to the results that we're showing

1:46

here, go watch that other video. But,

1:48

what I'll show you here is I used Claude

1:50

design and you can see here this is just

1:52

claude.ai/design.

1:54

You can use this with your subscription.

1:57

Um if we look back at the designed game

2:00

for what we did with Fable, this was a

2:02

spades game. Here's the design, a bunch

2:04

of different screens and how they work,

2:06

some of the animations, that kind of

2:08

stuff. So, that was for one of the

2:10

applications. What we did for the Soul

2:13

model was give it a version of basically

2:16

ask it to design a version of something

2:19

like a Parcheesi game. So, if you've

2:21

ever played Parcheesi, there's four

2:23

players around a board, they have to

2:24

move through a certain series of of

2:26

squares as you roll dice and move pawns

2:29

between those. What we did with this is

2:31

very much like the last time, we shared

2:34

this, we download the zip, this zip file

2:37

is going into Codex. I'll show you

2:40

exactly how I did that next, but first,

2:42

I need to show you an intermediate file.

2:44

This is the design. This is what it

2:46

looks like. This is not what it is, and

2:49

I want to make that very clear. So, I

2:50

then described what it is in the next

2:53

file. Okay, next step, really simply,

2:55

this is the application. This folder was

2:57

empty when I started. What we just

3:00

downloaded from Claude design, I would

3:02

have created the docs folder and created

3:04

the design folder, and then I dropped

3:06

that file right here. So, that was the

3:07

zip that we would have just downloaded,

3:09

right? That's the first thing. This

3:11

information comes out of here once it

3:13

explodes, but we asked Codex to do that.

3:16

The only other file is this request

3:19

file, and this file is something that I

3:23

basically I'm telling the building

3:24

agent, you're building a system that is

3:27

going to be multi-user, you need to use

3:30

uh kind of peer-to-peer solutions to

3:32

pull this off to kind of uh create that

3:35

paired relationship. It's also a video

3:37

game, it's mobile first, you definitely

3:40

need to take into consideration mobile

3:41

experiences, but it should also work on

3:43

these other platforms, et cetera, et

3:45

cetera. This is the exact same kind of

3:48

information. This file, in fact,

3:49

essentially came from the one that we

3:52

gave Fable with Spades. So, it's

3:54

basically the same thing. And from here,

3:56

the only thing that I did was came out

3:58

to Codex and I said, "Set up a goal. Use

4:01

the game build request file that we just

4:03

dropped into that folder there." Um and

4:06

build until complete because all of the

4:08

instructions are in there, including the

4:10

information about the handoff design

4:12

file. So, it was all in that one place.

4:14

This is also the same basic prompt that

4:16

I gave to to Claude code previously to

4:19

get the build done when I was building

4:21

with Fable. That's it. They are

4:23

otherwise really the same. Okay, and

4:25

from here, let's take a look at what

4:27

they came out with. I want to point out

4:29

though at this moment, this is not

4:31

necessarily where that first build got

4:33

us. I have pushed back into these a

4:36

little bit after that, and I'll describe

4:38

that in a second because it's kind of

4:39

the most important thing about what

4:41

we're talking about here, but I did want

4:42

to show you this is the Spades game. If

4:45

you come in and play this Spades game,

4:46

like any other Spades game, you get to

4:48

bid, you get to

4:50

play your cards.

4:55

Hey, I even get to take one. Fantastic.

4:56

So, it's a normal Spades game. You can

4:58

come in here if I leave the table and

5:01

host my own game, it allows me to

5:03

connect with a code. Normal kind of

5:05

stuff that you might expect from a

5:07

Spades game. The other side is what we

5:09

just built with GPT-56 Soul. So, this is

5:13

Dash. It renamed it Dash really in in

5:15

fact, the design step renamed it Dash

5:17

instead of Parcheesi, but if we play

5:20

here, then we can come in, play a game,

5:23

pick the different uh characters that we

5:24

want to play against,

5:27

pick the character that we're interested

5:28

in,

5:32

and then play the game. And so, we're

5:34

down here in the left, and we get to

5:36

roll first,

5:37

of course.

5:39

And we have to get a five to get out.

5:41

So, you'll see the different turns for

5:43

the different players. He rolled a five,

5:45

he gets one of his pieces out. So, this

5:46

is the way it works. You work around the

5:48

board. There's different cards for

5:50

different power-ups, those kinds of

5:51

things in the game.

5:53

There's a lot of moving parts here. Now,

5:55

again, this is not the finished version

5:58

of the game or this wasn't that first

6:00

build. This is closer to where the

6:03

multiple push-ins got us, but

6:06

it was very close to this. It was It was

6:09

reasonably close to this experience. And

6:11

so, from this is what I kind of want to

6:13

describe. What happened after we got

6:16

that first return? And what How long did

6:18

it take to get just to that? Okay, so

6:20

it's worth saying both of these took

6:22

about an hour and a half to complete.

6:24

So, they took about the same amount of

6:26

time.

6:27

Remembering, of course, that the Soul

6:28

job was particularly more difficult than

6:31

Spades. Now, Spades is not a very, very

6:34

simple thing to build, but at the same

6:36

time, it's relatively static. As you saw

6:38

all the movement in in the the Parcheesi

6:41

board that we have. So, if they both

6:43

took an hour and a half, what did I end

6:44

up with? Okay.

6:46

The pass that I got back from Spades was

6:48

excellent. And what I did from there is

6:51

I started playing the game. And I did

6:52

this for both of these products, quite

6:54

frankly. Started playing the game. I

6:56

opened a microphone. And every time I

6:58

saw something I didn't like, I took a

7:00

screenshot and put it into a folder. And

7:02

so, then I had the ability of just

7:04

saying, "Here's the 12 screenshots or

7:05

whatever it was." And while I was

7:07

playing through the game, I was speaking

7:09

out the things that I didn't quite like

7:11

or I didn't understand or maybe could

7:12

use a little bit of adjustment. So,

7:14

there was basically one intent file and

7:17

10 or 12 screenshots in a folder. That

7:19

folder, of course, was inside of the

7:21

project folder itself for Spades. And I

7:23

could go back to the agent at that

7:25

point, it was Fable, and say, "Look, go

7:27

take a look at my notes and the

7:28

screenshots that I need fixed. Create a

7:31

goal around doing this work and making

7:33

sure that it's that it's correct."

7:35

Again, you can see that I'm using goal

7:36

to do this kind of objective level work

7:38

that I'm not describing each particular

7:41

element. And I'm being very high-level

7:43

about the things that I'm looking for.

7:44

I'm not being extremely particular

7:46

unless something really particular

7:48

needed to be fixed. I did this for both.

7:50

I want to make sure that I make that

7:52

very clear. Both of them got this second

7:54

run. So, they gave me all the work back

7:56

in an hour and a half. I said, "Here's

7:58

the 10 things that I noticed that I

8:00

really just kind of don't like." And

8:02

then it got to work for another hour,

8:04

hour and a half on each one of them at

8:06

least, something like that. And so, they

8:07

both had a big first round update. And

8:11

after that, I only had a few adjustments

8:13

for Spades, and that was where I was.

8:15

And what you saw is relatively close to

8:18

that. I have pushed in a few more times,

8:19

but not enough to really talk about.

8:21

The other one, however, the one we're

8:23

talking about now, Saul,

8:25

that's the question. And so, just saying

8:27

both of these, how did they turn out a

8:29

single version of this build?

8:31

Brilliant, fantastic, great work, both

8:34

of them. I want to make that very, very

8:35

clear. But, I will say what I got back

8:37

from Saul, there were things that didn't

8:39

quite really work. So, things were

8:42

overlapping one another. Um there were

8:44

some rules that flat out were invented,

8:46

and I had to ask about where these rules

8:48

came from, and it said, "Well, it just

8:50

decided that this would be a good rule,

8:51

basically. It'll revert it back to the

8:53

traditional rules." That became a little

8:55

more expensive than I wanted. But, on

8:56

top of that, it also had like user

8:58

experience problems. Like characters or

9:01

messages or information was over the top

9:04

of the board in a way that while I was

9:06

trying to take my turn, I couldn't click

9:08

on the squares that I needed to click on

9:10

to move my pawns around. And that's

9:12

devastating, right? That to me is a

9:13

complete failure in understanding how

9:16

the game itself operates rather than

9:18

technically does it operate. And it's

9:21

kind of that that I think separates

9:23

these two models. So, I want to talk

9:25

about the investment that it took

9:27

for me using both these systems, giving

9:30

them this remit with a good design and

9:32

kind of that that instruction file of

9:34

doing a multiplayer game, this kind of

9:36

stuff. That worked really well, and

9:38

getting to the 1 and 1/2 hour mark

9:40

worked really, really well. In fact,

9:43

getting to about the 3-hour mark, maybe

9:45

3 and 1/2 hour mark, when we had pushed

9:47

in all of those extra things inside of

9:49

the folder that are the screenshots and

9:51

the big thoughts that we had. That

9:53

actually worked quite well.

9:56

But, not well enough. So, at that point,

9:58

I had done the initial request, I had

10:01

done that secondary larger request uh uh

10:05

or update request for Fable, and then I

10:07

did about two more, maybe a few more

10:10

than that. That's about it. So, I would

10:11

say maybe up to six, seven requests,

10:13

something like that, to get all of Fable

10:16

built, all of Spades built.

10:18

Okay.

10:19

At that point, though, it got to really

10:21

roughly what you just saw.

10:23

The other one, however, I did the same

10:26

exact kind of work. 3 and 1/2 hours in,

10:28

it got to a pretty completed state, but

10:30

still had huge amounts of little pieces

10:33

that I needed to go and clean up and

10:34

find myself. And what happened at that

10:37

point was very different. And this is

10:40

the big problem that I wanted to point

10:41

out. All right. So, this is pretty

10:43

simple to describe. As mentioned, we had

10:46

done a certain amount of work, put some

10:48

some requests in that were similar,

10:50

gotten to about the 3-hour mark, and

10:52

both of these were working extremely

10:54

well. In fact, getting to that 3-hour

10:56

mark is really roughly what you saw with

10:59

the Fable build, with Spades. It is

11:01

basically that now. I did ask for a few

11:03

more things, but that's it.

11:05

The other one, however, got to a place

11:07

to where there were quite a few things

11:09

that I still needed to push on. And

11:10

things that I couldn't avoid, as I

11:12

mentioned before. We just had to get

11:14

those cleaned up, or it was not a

11:15

completed product. It was still

11:17

excellent, but it wasn't complete. And

11:20

that started a round of kind of vibe

11:23

coding with it. I would put in kind of

11:25

generalized messages saying, "Here's the

11:27

kinds of things I need you to worry

11:28

about. I need you to take a look at

11:29

making sure that this is uh performative

11:32

on touch hardware. Right now, the

11:34

touches aren't capable because of XYZ.

11:37

So, I was being kind of directive, but

11:39

at the same time allowing it to work at

11:41

the goal level, and it would solve that

11:43

problem, and then it would solve the

11:44

next problem, and the next problem, but

11:45

never tack them together and kind of do

11:47

a reinvestigation. Now, it did hours and

11:50

hours of work and testing on some of

11:52

these to make sure it got it right. So,

11:54

it works exceptionally well,

11:56

but it just doesn't tack it together,

11:57

and it really needed me. What's

11:59

important to understand here is the

12:01

whole crux of what I'm talking about.

12:03

The first one,

12:05

working with Fable, I did basically six

12:07

or seven messages all told. I told it

12:09

six or seven things, and you saw how

12:11

small some of those requests were. They

12:13

really were not that big.

12:15

The second one, though, working with

12:17

with Soul and GPT-56,

12:19

I did 65 plus messages. And the first

12:23

three or four you've already seen. And

12:25

then I had to sit there for hours and

12:27

work with it, then it would go away and

12:29

work for several hours and come back. In

12:31

the end, the run time was incredible.

12:33

So, the first one was done in about 3

12:35

and 1/2 hours, and the next one was done

12:36

in about 14 hours. And this is work

12:39

time. The So, we're removing all of the

12:42

wait time or delay time for when it took

12:44

me time to get back, and it was asking

12:46

me questions. So, this essentially took

12:48

me several days to build, which is crazy

12:51

comparatively. So, all I can say is did

12:54

the the Soul model solve the problem?

12:56

Absolutely. Had I told it about all of

12:58

those considerations up front and been

13:00

very predictive about, "Oh, you you need

13:02

to make sure that you handle all of the

13:04

controls for touch controls, and you

13:06

need to make sure that when you make

13:08

communications between multiple players,

13:10

these kinds of things happens a lot lot

13:11

lot You know, these If I told it all of

13:13

that, I have no doubt it would have

13:14

worked." That's back to the kind of the

13:16

PRD days. Make sure you mention

13:18

everything that you needed it to know

13:19

about that it needs to address,

13:22

but that is not where we are today. The

13:24

Fable model did not require that. So,

13:27

what I would say is working in this

13:29

space is kind of a user-facing

13:31

application and this happened to be a

13:33

game, but basically a user-facing

13:35

application,

13:36

the Soul model needed me. I had to be

13:39

there. I could not get it off of my

13:41

back. The other one, Fable, more than

13:44

happy to run off, make some decisions,

13:46

and push forward, and turned out

13:48

excellent product. That's all there is

13:50

to it. If I was doing another project

13:52

similar to this, I would hands down,

13:55

without question, choose Fable right

13:57

now. Maybe GPT has another one coming or

14:00

there's some changes in their next dot

14:01

release. We're still at 4.6, not really

14:04

five for them, so maybe that's the big

14:06

change, but right now, I would say for

14:09

this kind of project, honestly, it's not

14:11

close. The fidelity in the end is

14:13

definitely close,

14:15

but it took so much of my work to get

14:17

there that

14:19

boy, I wouldn't say they're even at all.

14:21

I hope you found some value out of this.

14:23

Thanks for coming along for the ride on

14:24

this one, and I'll see you in the next

14:26

one.

Interactive Summary

The video provides a comparative analysis of using Fable and the Soul (GPT-4.6) models for building a full-stack game application. While both models were successful in producing functional deliverables, the author highlights a significant discrepancy in the development process: Fable required minimal input (6-7 messages) to achieve a polished result, while the Soul model necessitated intensive manual oversight, requiring over 65 messages and significantly more development time (14 hours versus 3.5 hours) to reach the same level of quality.

Suggested questions

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