|
|
|
|
|
by short_sells_poo
7 days ago
|
|
I wonder if there's also another aspect: Games have to be fun for humans and this involves a lot of trial and error with actual humans in the loop. 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. |
|
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.