Here's a one-shotted submarine game I made with Fable a few weeks back - https://roryok.com/games/deepdive3d.html. One prompt, and I think it's deeper than this (if you'll pardon the pun)
Here's a one-shotted submarine game I made with Fable a few weeks back - https://roryok.com/games/deepdive3d.html. One prompt, and I think it's deeper than this (if you'll pardon the pun)
I usually roll my eyes when I see a comment like this because rarely do they make the points they claim to make, but I see what you're getting at. They just chose to clone someone elses work and do it in a boring way. I like OpenAI's models a lot, but they should do better.
edit - just a sidenote that I hadn't looked at the games, I just took the comment about "super-mario cart" at face value. I stand by my points 110% (even moreso perhaps), what they're showing is more polished than I expected, I assume they spent a lot of tokens on it. It is a legit shame they couldn't have spent time thinking of a better idea to illustrate something just as polished, but more interesting.
LLMs produce games that look right but feel all wrong, because they're generalising and imitating. This is also why AI video tools can make an astonishingly authentic looking "GTA 5-but in Roman Times" or whatever, but they couldn't conjure up anything original. Only imitations of what people have already thought up.
By their very nature, they predict from a large set of data what the most likely thing is, and as humans, we crave the less likely thing.
My submarine game is generic tripe. Sure, it checks the boxes of what I asked for. You explore an undersea world in a tiny sub. Hooray. LLMs can build this kind of thing that nobody wants to play in minutes. But if you asked LLMs to make a thousand different undersea games you'd never get Dave The Diver, or Barotrauma, or Subnautica, or Sunless Sea, or Aquanox. You'd just get something that looks like it was released for Kinect but never charted.