The whole problem with LLMs is that you don't need the detail.
The whole problem with LLMs is that you don't need the detail.
And someone trying to vibe copy another person's game is definitely the type who has no idea of value to add. So many of the slop games the whole concepts are so generic that they definitely just asked chatgpt for everything.
In the modding scenes for some games I play I've seen vibe coded mods where the gameplay additions make no sense and have no sense of balance or fun, with these completely new to the community devs having ko-fi links set up from the start.
An LLM "recreation" doesn't have to be complete or very good. It just has to steal enough thunder to be profitable.
It's it possible for an LLM-created game to be profitable but "unsuccessful?"
For instance, if (on average) if it costs $100 in tokens and time to make a crappy LLM-game clone, but you can clear $200 in sales per game on average, you're ahead.
And the economics of slop mean there are a lot of people in 3rd world countries who will make all that effort for a $100 payout (or less).
My point is they don't actually have to do a good job, they need to make a pile of shit that looks just good enough to trick a few people into buying it.
Scenario one: they’re competing with my game and stealing my thunder. In this scenario my game wasn’t very good to begin with.
Scenario two: we’re going after different customers. They get the customers who want a cheaper game, I’m getting the customers who want a better game.