It describes a team spending 30x payroll on tokens - $3,000,000 in token spend per month - building a multiplayer game where incidents and bug reports from users are passed directly to Fable 5/5.1 agents who then act on them and deploy the changes to production.
"We consider it an outage if we don't ship every hour"
It's worth reading because it's either a complete disaster or a glimpse of the future, or quite possibly both.
As a product that I would regularly use, Pluto missed the mark for me. As a SWE in 2023, I couldn't meet Jacob's mentality. Today, it's how a lot of us ship software.
I didn't love the product but I have to respect the process: he was able to sell his company. For some, what he did is success.
And it's devouring tens of millions. I know what tens of millions can make in the video game industry, it can keep a small team of good devs and designers and artists making something special that's _really_ enjoyed by tens of thousands of people.
We don't want more games, we want more great games. This will never, ever, make great games.
Look on ye mighty, and despair. I really don't care how this sausage was made because the only thing you need to know is that it shouldn't ever have been made.
Edit - after writing "we must be following the same folks" I realized that you are, in fact, Simon Willison - I saw this article because you posted about it on X, haha.
Do players like it?
Will the history of gaming remember this game?
The more agents you throw at something, the more they collide. Those collisions generate more slop, which requires further slop processing agents.
I giggled on that one. It feels like children playing having a job. If they pay that much for tokens they have to have at least 80k customers paying 50$ a month. Seems huge for something like that. Or they have a lot of investors. Anyway does not feel like something going anywhere.
Isn't there a point where you're shipping too fast that the product hasn't even caught on enough yet to know what to build?
I looked at some of the games and it just looks like a Roblox clone
In the past when working on agentic stuff I've observed models gaming checks aggressively, to the point that when we were validating log files to see what the agent had done, the agent responded by editing the log files to pass validation. I can only imagine how bad that kind of behavior is at scale, and it sounds like they ran into it.
I really mean this. Does it benefit the business? Does it benefit the users? When you optimize for the wrong thing, you inevitably fail.