Being an old school web-based sports sim dev in the era of vibe coded games
Posted by YesBox 4 days ago
Comments
Comment by LarsDu88 1 day ago
Yesterday, I finally got around to setting Opus 4.8 on the codebase. It was able to find and correct numerous subtle performance issues.
Features I could no longer spend time implementing, it could one-shot in roughly 10 minutes (not without issues). I could also fan out agents to work on multiple things at once.
One thing I found is that the knowledge I gained from doing things by hand greatly helped reject bad AI generated ideas. For example, my game is a starfighter flight sim and one idea was to tick AI collision detection checks lower the further AI ships were away from the player, which for a flight simulator leads to a lot of crashing into the terrain. A great idea for an FPS, but a terrible idea for a flight sim where enemy ships are often very close to the terrain.
My takeaway is that we are in a golden era where we currently have projects that are half human coded, where AI can pickup the slack. But soon we will be in the Dark Ages where AI generates all the code, and the end result will be much worse as the devs begin to lose an understanding of what they are creating.
Comment by Zarathruster 1 day ago
Comment by akoboldfrying 2 days ago
I don't know what will happen either. I hope that you and I and other hardworking, basically good people will continue to have a somewhat meaningful, somewhat pleasant existence in the post-AI world, and I think that might be possible, but I just don't know.
Comment by jensmtg 1 day ago
Comment by schnitzelstoat 2 days ago
Comment by sarchertech 2 days ago
A year over year increase matching the same trend that has existed since 2017. The same pattern holds for every month this year except March (where there was an increase year over year of about 600 games).
If you’ve ever been to a game dev forum, you’ll see that there are at least 10x as many people who want to make a game as there are people who have made a game (it’s probably much higher than 10x).
If games were easy to vibe code, or if AI speed up game dev 10x, I would expect it to almost immediately show up as a flood of games on Steam.
Comment by Cthulhu_ 2 days ago
Comment by sarchertech 1 day ago
I’m talking about all of the people out there who have ever tried to make a game or never got started because it was too hard. In my CS cohort years ago, pretty much everyone there got into programming originally because they wanted to make a game.
Games definitely have the highest ratio of I want to make a game to I have made a game of any type of software. If it was suddenly easy to make “your game”, Steam would explode.
Comment by doctorpangloss 1 day ago
Comment by kelvinjps10 1 day ago
Comment by short_sells_poo 2 days ago
You can't just spin up a bunch of claude agents to implement a game for you, because implementing a new feature requires that you playtest it with a fairly fine granularity as it's being implemented.
You can save some time implementing various subsystems with llms, but at some point the dev cycle will turn into: tweak things, build, play, rinse and repeat.
I'm sure asset flip and friendslop games will become cheaper to make with ai tooling, but if you want to make a genuinely good game, it will have to involve humans actually playtesting it during development.
Comment by notahacker 1 day ago
And sports management sims are one of the most brutal of the lot. Slop might get you something that superficially looks like a sports sim (a decent third party UI library would get you quite some way in the past), but what fans actually care about is perceived realism, game mechanics, balance/challenge etc (and in real world sims, "how has my team been represented?") and that's a design decision, play testing, parameter tweaking and user engagement exercise, not a feature-adding one.
Comment by jimmypk 1 day ago
Comment by yoz-y 2 days ago
Even simpler but non-trivial programs require a lot of back and forth. So in the end it will be the same kind of motivated people that will be able to produce something good. We’re nowhere near “Claude, build me GTA6”
Comment by uludag 1 day ago
It's hard to immagine that even the best AI model would result in anything better than a marginal reduction in release timeline. Like maybe for such projects one could spend $X00,000 worth of tokens for maybe like a %single-digit-percent reduction in time to release. Marginally good, maybe even project saving, but not any larger a paradigm shift than Unity was.
[1] https://www.gamereactor.eu/mina-the-hollower-interview-discu...
Comment by Zarathruster 1 day ago
Recently I came across a game on Steam that was getting review-bombed because the devs admitted to using AI on an entirely different game. By "using AI" I mean they admitted to using Cursor of all things. Not assets, just a coding assistant.
If we're going to get backlash for stuff as stupid as this, it's probably best to just keep one's entirely mouth shut about all things AI.
Comment by clates 1 day ago
Can you see how this intentionally coy and evasive answer was made specifically to not say "No, we didn't use AI." but still sound like "No, we didn't use AI." so that people wouldn't immeidately bust out pitchforks and start review bombing their game before it takes off?
Comment by uludag 17 hours ago
Comment by AndrewOMartin 2 days ago
Comment by tripledry 2 days ago
Comment by adornKey 2 days ago
For modelling and scripting I think we're not far away. A lot of games just reused old historical stories or fiction and a lot of stories feel like cheap soap operas. As soon as an AI can separate the good from the bad scrips it'll be mostly done.
Comment by Cthulhu_ 2 days ago
I don't yet see it used for characters as they quickly become kind of generic / predictable.
Comment by kakacik 2 days ago
Comment by whizzter 2 days ago
Comment by gafferongames 2 days ago
Comment by inigyou 2 days ago
Comment by kobalsky 1 day ago
Comment by tripledry 1 day ago
Comment by pennaMan 2 days ago
Comment by owebmaster 2 days ago
Maybe he was 20 years early or maybe it's not happening now too.
Comment by pennaMan 1 day ago
Who do you think will be operating those mythological tools?:)
Comment by grebc 2 days ago
Comment by utopiah 2 days ago
Fair question... I'd even go as far as broadening the scope :
Are there any popular/successful vibe-coded anything?
And by popular/successful I don't mean bought Github stars from other GenAI/LLMs related project as it's been a demonstrated practice https://awesomeagents.ai/news/github-fake-stars-investigatio... for that specific domain now.
Comment by jvanderbot 2 days ago
Bit of a stretch, but possible. I've had agents write 100x more code for me _to be productive at things_ than they do for new projects I want to sell/share.
Comment by microgpt 1 day ago
Claude Code is popular, and is vibecoded.
Comment by swiftcoder 1 day ago
That said, I don't think that is actually the case - there is a small and growing percentage of LLM-written code in pretty much every piece of tech I have insight into the internals of.
Though not in the sense of "implement GT6"
Comment by utopiah 1 day ago
Comment by Aperocky 1 day ago
But if you mean "Built me a GTA6", the answer is zero, because LLMs simply does not have that kind of capability.
Comment by yieldcrv 2 days ago
no, most won’t burn themselves by publicly linking them as vibe coded
there is that ny times article about the peptide guy and lovable showcase by revenue though. I guess next up are even more disqualifiers about the term “successful”, but my outstanding question is who cares? What does convincing you buy, an Anthropic pro subscription at best?
Comment by pennaMan 2 days ago
Comment by alexpotato 1 day ago
The best analogy to use is AI image generation e.g.
- someone posts a photo made with AI and your reaction is "that's amazing!"
- then you generate an image and it's pretty good but not exactly what you want
- then you try to get the AI to change the image to what you want and it's very difficult/requires a lot of steps
More specifically, you can easily spin up a game and parts of it are great. e.g. I made a game where you run a Soviet tractor factory [0]. The AI came up with some good mechanics and funny scenarios ("inspector comes to visit from Moscow: bribe him" etc). But the game mechanics are "off", the humor doesn't always work, you need to gametest A LOT etc.
Comment by contextfree 1 day ago
"Requiring" in the sense that while it might be technically possible to get the AI to do it, it becomes an incredibly annoying experience to repeatedly try and fail to get it to properly understand and implement what you want. This almost seems less about whether the AI is as smart or smarter than you or a better programmer or whatever, and more about the medium of natural language being worse than the medium of code for this.
Comment by dvh 2 days ago
Comment by uludag 1 day ago
- An utter lack of animation. So many games feature mostly static images.
- AI assets make the game's art style feel horribly incohesive. I played a TCG game where there were high fantasy art, chibi 2d art, anime art, seemingly used haphazardly.
- Bad UX. For example, in the same TCG game, all of the cards had very fancy artwork generated, but the game board itself was far away enough that the made the cards look like blobs on the board.
- Buggy mechanics: There was this guy why shared a platformer generated by fable where you move a lamp to create a shadow path. The character had very awkward movement, would constantly get stuck/unstuck, and would be hard to control.
- Broken mechanics: A lot of games featured exploits that just rendered the game boring to play
- Poor balancing
- Lack of ovararching game structure: no story, no meta-progression, no world-map. These AI games tend to be isolated experiences.
I don't see the masses creating quality, sellable games anytime in the near future. There are so many aesthetic qualities to a game that have direct human bottlenecks. AI can even make games significantly worse as you can seemingly implement many bad mechanics without validating them. Good game devs seem to be relentlessly pruning out the things that down work.
Comment by rvz 2 days ago
Or maybe it is not worth the time and tokens spent to vibe code yet another Minecraft / Roblox clone that makes no money.
Comment by adamzbik 2 days ago
Fast forward to 2026 and the next generation platform is here, and while there are unique, passion projects available, most of the discover screen is filled with vibe coded xp farming games with AI slop thumbnails. The issue is so big Facepunch had to actively derank and punish games that would do this, because the "marketing" content was so detached from the game (despite everything being AI generated pretty much).
Comment by lopis 2 days ago
Comment by everyday7732 2 days ago
Comment by SpaceNoodled 2 days ago
Comment by redsocksfan45 2 days ago
Comment by fzeroracer 1 day ago
There's so many vibe-coded roguelite deckbuilders out there and all of them look exactly the same. A bunch of shitty art with zero cohesion, mechanics that don't actually work and a UI that's actively offensive to engage with.
Comment by dvh 2 days ago
Comment by RobRivera 1 day ago
I feel a solid game engine paired with a good content pipeline can ship games at such a rapid clup that the gameslop gets lost as the noise it is.
Comment by ksaun 1 day ago
(Also: I agree with your assessment. I'm not working on an engine, but I am working on a game, mostly/initially just for my own edification. It's fun to feel empowered to create again! (My personal circumstances had obstructed me until genAI's recent progress.))
Comment by RobRivera 1 day ago
In other words, its incredibly modular and lends to configuration flexibility.
Comment by SpaceNoodled 1 day ago
Comment by RobRivera 1 day ago
Comment by alexpotato 1 day ago
The owner of Pinboard has a great story about this:
"I ended up buying a competitor. Why? Because his choice of tech stack + server footprint cost more than mine. The consequence of this was that even with each of us charging the same price. I was profitable and he was not.
Do not try to compete against Pinboard"
Comment by tantalor 1 day ago
> 2012
sigh
Comment by vova4kin 1 day ago