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This is great. Projects like these show that games can be "fuzzed" at the graphic level. Thousands and thousands of hours logged overnight act as a stress test of any foundling engine.

As agents grow in capability, more of the game can be tested in situ, as it were.

Perhaps the easier it is for a game to be tested, the more time can be spent on storytelling, gameplay, and in-house tools.

Now that there is no ceiling on content, we may see a demand for bespoke things.