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[–] 4 points 2 months 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 2 months 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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