7 ms·
This whole article is very strange to me. Consider the following quotes "I have been launching new game features so fast that the players asked me to slow down.
by scorpioxy 25d ago
This whole article is very strange to me. Consider the following quotes "I have been launching new game features so fast that the players asked me to slow down." and "using magic tricks that are a year ahead of their time. It's a system that we can ride so hard that it scares the players and they tell us to slow down. " That tells me a lot about the operation.
Maybe I'm out of touch but none of what was described seems like a sustainable operation or business. Fun experiment perhaps but that's it.
In another section there's also boasting of how the problem was that more code was needed to be produced and faster. I don't know. Was that really the problem all along before LLMs and agents showed up?
- SwellJoe 25d agoAm I so out of touch? No, it's the players who are wrong.
- dwroberts 25d agoThis also stands out as strange to me: > interfacing with around 10 humans in the outside world: myself, my 5-person core game design team Like, really, there are 5 human designers on this game? What are they doing, exactly? (Or is this just a fancy way of saying, they approve/reject design proposals of the stack of agents, and they have zero agency of their own?)
- frabcus 16d agoAssuming he's doing this well, and he implies he is, they're doing the content - stories, characters, graphics, level design. He says Fable isn't good at that stuff - his human games designers presumably are.