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Ok im gonna say something here that is going to draw a lot of different feelings from everyone, and I want to be clear i'm not "in support of this" or "against it". i'm just saying it as an observation that seems true to me: I think with the latest frontier LLMs, the “music” era of games is upon us

For years we have been talking about games going in the direction of music (in the sense that there’s more great music out there than anyone can possibly engage with). This trend has driven down prices, made it harder for developers to find audiences, and turned distribution platforms into soup.

But one thing that has always been true about games that was not true about music (or a lot of the other arts) is that games are just incredibly hard to make. As my friend Frank Lantz famously said, "games are operas made out of bridges". (sorry to drag you into this thread @flantz.bsky.social).

But that is clearly over. It is now fairly trivial to make any game of any complexity within the bounds of complexity that matter for most game ideas. You can build the bridge part in one prompt (and people are, all across the internet, to widely varying degrees of success and quality)

Obviously it still requires some real work to fit the bridge into the opera, but I think we’re kidding ourselves if we ever thought that was the bit that kept everyone who wanted to make a game from actually doing it.

I don't think it is in any way hyperbole to say that these days, anyone with the level of drive needed to learn to write songs and play guitar, could put in the same amount of effort (or less!) and make a game of note. So here we are, games enters it's "music" era.

I don't really know what that means. It's probably not great for the businesses of most of the people I know (or me?), but I do think we've been creeping up on this for a while so it shouldn't be much of a shock.

When I think about lessons to learn from the music industry, i see that what matters most for stability and success are: attention and community-building. I don't really know more than that. Maybe someone else has some thoughts?

I know this has been a bummer, but if I am looking for a positive, even though this is bad for individual developers, I do suspect that this is good for games as a media. When I look at the arts, the parts of it that are the most in-culture are the ones that anyone can easily pick up as a hobby.

This change certainly supports a future filled with rough, personal, non-commercial, games of all sizes, built for friends and communities. All of which adds up to a deeper understanding of games and play. If a more mainstreamed cultural literacy of that stuff matters, that's a positive.

So i guess there it is. Please don't shoot the messenger, this is just what i'm seeing out there, and I think it's important to grapple with. i'd love to hear any other lessons y'all think we should be pulling from other arts as we weather this new turbulent era in games.

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Very true. The main thing I see is that music has live concerts, that’s more than community building, it’s the core for a lot of artists. Streaming is not necessarily the main driver.

i've been thinking about this a lot too. I don't think one discipline is easier / harder than the other. They both require years of experience to make something "good" but I agree that games are now experiencing a level of fragmentation that's on-par with music.

I have experience with both music and games so I wonder a lot about the causes of that fragmentation and the way forward. Too hard to get into all that here but would be a great conversation to have (and keep having) in person.

Do you know that those are AI generated though? I don’t know either way but it is suspicious that they have stories just like the stories people use to try to go viral on places like /r/indiegames

Specifically, Hank Green is not an avg person, and 2 of the examples say it took them “8 months” and have what feel like the same llm generated story about their development, but also those examples still taking 8 months of work to get where they have gotten demonstrates only a small shift from AI.

You seem to be treating ai as simply a tool in a vacuum. Comparable to any other tool that helps make games. But that seems to miss a major part of it? I'd imagine a closer comparison would be to book publishing and visual arts, where ai hit earlier than games. Those are where I look for lessons.

Authors don't look at ai books and say, hey, this is just more books I gotta compete with. The thinking around it is more complex... knowing readers aren't excited about it, knowing authors have had their work stolen, knowing some in the business end *are* excited about it.

Similar in the visual art domain - businesses will happily us ai to make event posters / menus / you name it that viewers might not actually appreciate looking at, specifically because of the tools used. It's not just more posters - the ai posters carry and support a specific message.

out of curiosity, how do you apply/transpose that line of reasoning to music itself, where learning to play the guitar is (according to some) not necessary anymore to produce a guitar song?

yeah certainly not with suno around for example. i think it's more like, i was looking for an example of artistic effort that would be easy to understand for most people. but i think what you're asking is what does it mean that anyone can just click a button and output a work these days?

i really like this post about that - retrobailey.leaflet.pub/3mmsk37ojg22k but i guess where that author and i differ is my experience in creative work throughout my whole career is that the higher the level you operate at, the more depth that is available. and my hope is that holds true now too

I see, ty. My feeling is that AI has a negative effect on that 'level of depth' available across the entire field, for everyone using it, and progressively contaminates the medium as a whole.

im not sure if i wrote that well, but it's like, the further you get from the basics, the greater the complexity and the greater the depth. e.g.: rock paper scissors. the game itself is very simple, but it becomes deeper, more interesting, and more complex, in its meta. www.npr.org/2026/04/23/n...

I think you're largely correct, but I don't think it started with LLMs. It's never been easier to put together a game with the tools and resources that exist now. I think LLMs will make it easier for more naive developers to put together something coherent.

This has definitely been going on for a while but a step change has absolutely just occurred. It’s true that it’s never been easier to learn to program or visually code a game, but now you don’t need to learn those things almost at all.

I think one important area where games deviate from music is addiction. I don't think getting addicted to music is common, but getting addicted to games is, and that may be the most widespread negative consequence of this new reality. The ability to build a hyper-tailored addiction.

i dont think this is true at all! i listen to the same song over and over and it gets stuck in my head and i think about it all the time. i think everyone gets addicted to music but the mechanics of what that addiction looks like and the impact of it are really different

Yeah, I thought about that distinction right after I posted it. The difference has something to do with required attention and likelihood of isolation.

Yes, I do totally agree with you that the impact is completely different, and these tools likely give companies pushing that kind of addiction the ability to scale up what they're doing.

I think it's easier than ever to make a video game, but it's still hard to make a "great" video game. In no small part because people's expectations for what a "great" video game is has risen (though I do think we've hit a ceiling of sorts.)