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Did you include “don’t make mistakes” in the prompt? No? Rookie mistake bro.


Did you include “don’t make mistakes” in the prompt? No? Rookie mistake bro.


I have no idea what your sofa analogy is trying to say.
My friends and I made fun of ff7s terrible graphics when it came out, but the game was so good the bad graphics didn’t matter. Ff16 looked amazing, but the game is so boring it doesn’t matter.
People don’t want bleeding edge from final fantasy, they want a good game.


There was a stretch in the late 90s where squaresoft released a final fantasy nearly every year for 5 years. Now it’s once every 7+ years. I don’t believe it should be that hard to make games these days. There are more people working on the projects, more tools and pre-made engines/libraries available. It’s purely a management/budgeting problem.
I’ve seen a colleague write an API interface for support technicians with AI. As he adds to it or makes changes, the AI breaks something somewhere else. When you ask how to do something he struggles to find where it is on the interface. He says it should be in the documentation, but he doesn’t know where because he vibe coded the documentation as well. Then when he needs to just incorporate extra devices with the same API it becomes a gauntlet because he’s not sure what the AI did for the first set and the new set only gets half the functionality. On top of that, we are running days behind schedule because we spend so much time on debugging it.
If this was done properly from the ground up it would be less messy, have more intent, and it could be a framework for other projects.