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Mmorpg World of ClaudeCraft, vibe coded with Fable 5

worldofclaudecraft.com

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Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#12
post #7

I’m on a phone so I can’t see what this does, but it reminded me of this great presentation of a game style agent manager AgentCraft: putting the orc in orchestration https://youtu.be/kR64LOqBBCU?si=d3IS7SVy2lv0hM_A

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Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#17
post #9

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Is it that they are copying existing stuff, or that success is biased to the attempts at something that has a lot of existing examples to plagiarise? I would propose that plenty of people are trying to use LLMs to build unique new projects, but without having been exposed to solutions to those problems, the LLMs are far less likely to succeed.

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Re: Mmorpg World of ClaudeCraft, vibe coded with Fable 5

#20
This was made in 2 days and 91% of the Max 20x plan, as the author stated on the Reddit thread, so roughly ~$200. Supposedly, existing free assets were used and weren't generated.

I'd say demos like these stand to profit the most from LLMs, if the goal is to make as much as possible in a few days: a barrage of quests are easy to generate, so are gear choices, and some skills for the initial 9 classes to pick from. A human would generally spend a lot of time here, thinking about whether the class/skill choices fit their world, what type of progression is fun and isn't. It's also where player testing would be important for a game to set good pacing and balance the difficulty.

Of course, the game itself is barely playable, it randomly stutters when I walk too far away from camp, the character controls are unintuitive, etc. A lot of this stuff could be chipped away by spending more time on the project and testing it yourself, getting a feel for what you want the game to be. That by itself should require a game to take more than a few days, if we expect others to play it and enjoy it. Something simple like movement controls could take many game iterations to iron out, and those aren't hard technical tasks.

Still, I can't entirely wrap my head around the fact that I live in a world where a machine can create this with minimal intervention by humans, and do a somewhat OK job at it, to the point where I'm willing to spend 10 minutes playing it.

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