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[–] 18 points 1 month ago (3 children)

Ads are fucking gross, fuck off with this shit.

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  • [–] 25 points 1 month ago* (2 children)

    Why are people downvoting this person?

    I work in video games. Watching the evolution and integration of AI into the development process over the last few months has made me aware that a new era of commercialization is coming for games. AI makes these sort of projects, as in a joke someone makes in a marketing meeting, reasonably attainable for a small team or even a single person. Arcade.gov, the disgusting travesty that is, was made possible because someone can vibe code that dogshit with a one-shot prompt.

    I’m sorry, fellow poster. This is only the beginning. 😞I like Matt Berry & IKEA, but this stuff is going to be normalized aggressively over the next year. I hope it can be offset by the tools allowing new creatives to exist who wouldn’t have gotten the funding or chance prior.

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  • [–] 4 points 1 month ago (1 child)

    This is far from the beginning, Tapper came out over 40 years ago and that's just a Budweiser ad. I (out of sheer boredom) played Sneak King 20 years ago, where you're the creepy big-headed Burger King mascot from their tv ads and you have to sneak around and surprise people with burgers. It sucked, Tapper's way better. You're definitely right that llms are going to make it worse, but advergaming has been around just about as long as video games themselves.

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  • [–] 2 points 1 month ago*

    You’re right, there’s a few examples in the past. Cool Spot comes to mind as well, Pepsi man too.

    What I mean is really the scale change. Whereas we have a handful from the past, I suspect a quantity that’s hard to process is on the horizon. If you don’t need a game to exist longer than 15 mins or something, you can vibe code that in a week or less as a solo.

    The post’s example likely required more work from Matt than whoever did the mod implementation. Companions aren’t too complicated, and the hardest part technically would be visually representing the shelves’ inventory on the actor model itself. I would bet the content is Matt delivering a few specific lines at particularly important plot points & otherwise a bunch of canned phrases.

    This isn’t to disparage the effort, Matt, or the devs. I’m trying to highlight how accessible video games projects are with AI vibe coding, especially within a controlled scope.

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