I built this with Fable over a couple of days, on the side. It's a vanilla-WoW-flavoured micro-MMO in the browser: nine classic classes, three zones, a 5-player instanced dungeon, parties/duels/trades, and persistent characters. Free to play: https://worldofclaudecraft.com — and fully open source (MIT):
Honestly the most mind-blowing part for me was how much it shipped that I never asked for. The level of polish and completeness coming out of the model genuinely surprised me — quest logs, threat metrics in the combat log, eating/drinking, spirit release on death.
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
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.
Everytime i read one of these vibe coded projects i wonder: Is AI capable of building well structured programs? Designs with strong separation of concerns. Clean code. Short, well defined functions.
This is not how I'd design much of this. Does that matter? AI and whatever training data used seems to differ.
It's impressive that Fable 5 was able to resynthesise something like this from its training data, but I am really not looking forward to more of this. What's the point?
What is the point of all these projects like this, except to say that you did something? (that you didn't actually do but half-assed a minimally plausible version of, so hey)
It's tale as old as time at this point: the LLM produced something sort of shaped like some other software, and did it in an impressively short amount of time, but it's basically impossible to bring a codebase made in this way up to production standards, or to maintain it in any reasonable way. Nobody's gonna pay money for this, or want to play it instead of Warcraft. Why should anybody care?
Impressive. Don't listen to anyone who says otherwise, I don't see them running a fun little browser MMO.
Some people will see this and think "wow, in 5 more years I'll actually be able to make World of Warcraft". Some will see this and think "Wow, I can make World of Warcraft now with 1/100th the cost and engineers". Neither of these thoughts are right, though. The reality is more like "Wow, someone can make a game 10 times as good as World of Warcraft for the same[1] cost and number of engineers".
Ok, this is impressive in terms of gluing things together
Yea it's buggy and janky in places, but equally it's coherent from a 3d perspective and 2d UI one
I don't know how many people have been trying to get claude to vibe code games, but it's really not good at it, I've been fiddling about and trying to make it work for a few months now
Yes, you can make flappy bird or snake level stuff, but anything much bigger honestly just falls over after a while
And that's after lots of prompting and feedback
Now what I'm really interested in here is how much of this was "strongly steered" vs oh that's cool, let's do that, ie trying to "sculpt" and fit an artistic vision of some kind that the driver is envisioning vs liking what it outputs and just asking for more of the same
The distinction between using it as a tool vs just being excited to take whatever it gives you
The other thing I'm wondering is how much of this is strongly indicative of claude's capability with typescript, I personally don't use it, so that might be hampering me more than I realised
This may be an unpopular thing to point out, but to those that are saying it's blindly copying code, I'm pretty sure most of the Wow code on the internet wasn't written in typescript, so there's some transformation going on there, how meaningful it is I'm less that certain about
I'm beginning to feel like I just wasn't ambitious enough[0], I was thinking of this as a good opportunity to see if Fable was capable enough to teach an abstract skill like game design
Though I am happy that the code it's generated so far is actually quite tractable, ie it's been working hard to keep itself maintainable, which honestly is new from my perspective, not sure what other people's experiences have been, but I tend to find that agent's in general are just a bit too willing to increase LOC without enough in the way of features to justify that line count in my mind, it makes the juice just not worth the squeeze in my mind
Hey. This is a total nightmare in my opinion. The dark mirror of something that I know and love and represents one of the highlights of human digital authorship.
If you'd like to play the actual game with other SWEs I'd invite you to help me start a guild for SWEs: https://unplanned-downtime.com/
30 comments
[ 5.3 ms ] story [ 56.0 ms ] threadRepo: https://github.com/levy-street/world-of-claudecraft
And here I am watching my 5-hour window disappear over a couple simple tasks in a CRUD app.
I built this with Fable over a couple of days, on the side. It's a vanilla-WoW-flavoured micro-MMO in the browser: nine classic classes, three zones, a 5-player instanced dungeon, parties/duels/trades, and persistent characters. Free to play: https://worldofclaudecraft.com — and fully open source (MIT):
https://github.com/levy-street/world-of-claudecraft
Honestly the most mind-blowing part for me was how much it shipped that I never asked for. The level of polish and completeness coming out of the model genuinely surprised me — quest logs, threat metrics in the combat log, eating/drinking, spirit release on death.
We already have some contributors on GitHub!
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.
hugged to death?
> nginx/1.24.0 (Ubuntu)
commenting so I remember to check again later when it's back.
This is not how I'd design much of this. Does that matter? AI and whatever training data used seems to differ.
It's tale as old as time at this point: the LLM produced something sort of shaped like some other software, and did it in an impressively short amount of time, but it's basically impossible to bring a codebase made in this way up to production standards, or to maintain it in any reasonable way. Nobody's gonna pay money for this, or want to play it instead of Warcraft. Why should anybody care?
Some people will see this and think "wow, in 5 more years I'll actually be able to make World of Warcraft". Some will see this and think "Wow, I can make World of Warcraft now with 1/100th the cost and engineers". Neither of these thoughts are right, though. The reality is more like "Wow, someone can make a game 10 times as good as World of Warcraft for the same[1] cost and number of engineers".
[1] - roughly $63 million, 5 years, 60 engineers
Yea it's buggy and janky in places, but equally it's coherent from a 3d perspective and 2d UI one
I don't know how many people have been trying to get claude to vibe code games, but it's really not good at it, I've been fiddling about and trying to make it work for a few months now
Yes, you can make flappy bird or snake level stuff, but anything much bigger honestly just falls over after a while
And that's after lots of prompting and feedback
Now what I'm really interested in here is how much of this was "strongly steered" vs oh that's cool, let's do that, ie trying to "sculpt" and fit an artistic vision of some kind that the driver is envisioning vs liking what it outputs and just asking for more of the same
The distinction between using it as a tool vs just being excited to take whatever it gives you
The other thing I'm wondering is how much of this is strongly indicative of claude's capability with typescript, I personally don't use it, so that might be hampering me more than I realised
This may be an unpopular thing to point out, but to those that are saying it's blindly copying code, I'm pretty sure most of the Wow code on the internet wasn't written in typescript, so there's some transformation going on there, how meaningful it is I'm less that certain about
I'm beginning to feel like I just wasn't ambitious enough[0], I was thinking of this as a good opportunity to see if Fable was capable enough to teach an abstract skill like game design
Though I am happy that the code it's generated so far is actually quite tractable, ie it's been working hard to keep itself maintainable, which honestly is new from my perspective, not sure what other people's experiences have been, but I tend to find that agent's in general are just a bit too willing to increase LOC without enough in the way of features to justify that line count in my mind, it makes the juice just not worth the squeeze in my mind
-[0]: Here's what 45% gets you on a 5x plan (https://github.com/Folcon/inkstain-engine)
If you'd like to play the actual game with other SWEs I'd invite you to help me start a guild for SWEs: https://unplanned-downtime.com/