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I think for a lot of folks it basically comes down to just using AI to make the tasks they have to do easier and to free up time for themselves. I’d argue the
by milchek 8mo ago
I think for a lot of folks it basically comes down to just using AI to make the tasks they have to do easier and to free up time for themselves.
I’d argue the majority use AI this way. The minority “10x” workers who are using it to churn through more tasks are the motivated ones driving real business value being added - but let’s be honest, in a soulless enterprise 9-5 these folks are few and far between.
- sarchertech 8mo agoSure but why haven’t you seen a drastic increase in single person startups. Why are there fewer games launched in steam this January than last?
- rustystump 8mo agoBecause ai doesnt work like this “make me money” or “make stardew valley in space”. The hard part is the painful exploration and necessary taste to produce something useful. The number of these kind of people did not increase with ai. Eg, ai is a big multiplier but that doesnt mean it will translate to “more” in the way people think.
- deleted 8mo ago[deleted]
- sarchertech 8mo agoIt doesn’t need to be useful or a good game to launch on steam. Surely if it was a “big multiplier” 5-10x, it would be noticeably impacting steam launches. Now if it’s something closer to 20%, we’re seeing exactly what you’d expect.
- copperx 8mo agoHaven't you? I have! In another reply, I noted the avalanche of WisprFlow competitors, as just one example.
- sarchertech 8mo ago95% of all new startups have the word AI in the description, so of course there are lots of new API wrappers and people trying to build off of existing models. There aren’t noticeably more total startups or projects though.
- vidarh 8mo agoBecause very few knows how to use AI. I teach AI courses on the side. I've done auditing supervised fine tuning and RLHF projects for a major provider. From seeing real prompts, many specifically from people who work with agents every day, people do not yet have the faintest clue how to productively prompt AI. A lot of people prompt them in ways that are barely coherent. Even if models stopped improving today, it'd take years before we see the full effects of people slowly gaining the skills needed to leverage them.
- hackingonempty 8mo agoI'd love to look at what you consider to be good prompts if you could provide a link.
- vidarh 8mo agoYou'd be surprised how low the bar is. What I'm seeing is down to the level of people not writing complete sentences. There doesn't need to be any "magic" there. Just clearly state your requirements. And start by asking the model to plan out the changes and write a markdown file with a plan first (I prefer this over e.g. Claude Code's plan mode, because I like to keep that artefact), including planning out tests. If a colleague of yours not intimately familiar with the project could get the plan without needing to ask followup questions (but able to spend time digging through the code), you've done pretty well. You can go over-board with agents to assist in reviewing the code, running tests etc. as well, but that's the second 90%. The first 90% is just to write a coherent request for a plan, read the plan, ask for revisions until it makes sense, and tell it to implement it.
- nunez 8mo agoNot surprising. Many folks struggle with writing (hence why ChatGPT is so popular for writing stuff), so people struggling to coherently express what they want and how makes sense. But the big models have come a long way in this regard. Claude + Opus especially. You can build something with a super small prompt and keep hammering it with fix prompts until you get what you want. It's not efficient, but it's doable, and it's much better than having to write a full spec not half a year ago.
- milchek 8mo agoIt comes down back to that whole discussion around intelligence becoming cheaper and more accessible but motivation and agency remaining stable. I’ve worked with a few folks who have been given AI tools (like a designer who never coded in his life, a or video/content creator) who have absolutely taken off with creating web apps and various little tools and process improvements for themselves thanks by just vibecoding what they wanted. The key with both these individuals is high agency, curiosity, and motivation. That was innate, the AI tooling just gave them the external means to realise what they wanted to do with more ease. These kinds of folks are not the majority, and we’re still early into this technological revolution imo (models are improving on a regular basis). In summary, we’ve given the masses to “intelligence” but creativity and motivation stay the same.
- sarchertech 8mo agoYeah but if it’s 100x easier to do something, it takes much less motivation to push through and finish it. If you look at every game dev forum in existence, or you’ve ever talked to people about why they got into CS there are probably 1000x more people who want to publish a game than have done it. If there was a a tool that provided a 10x-100x speed boost it would push enough of those people over the edge and make a significant impact on number of games released. That’s to say nothing of boosting existing game devs.
- h14h 8mo agoMy guess is that the true impact of this will be difficult to measure for a while. Most "single-person start-ups" will probably not be high-visibility VC-backed, YC affairs, and rather solopreneurs with a handful of niche moonlighted apps each making 3-4 digit monthly revenue.
- sarchertech 8mo agoThose would still be launching on places like product hunt though.
- Bombthecat 8mo agoHuh? Less games launched on steam? First time I hear that. Any source? But my guess would be: games are closed sourced and need physics. Which AI is bad at.
- sarchertech 8mo agoJust google “games released on steam by year”. Many games don’t need physics, and there are a billion hobby projects on GitHub.
- Bombthecat 8mo agohttps://steamdb.info/stats/releases/ https://steamdb.info/stats/releases/ Does not look like less games.
- sarchertech 8mo agoSorry, I swapped the numbers. It's actually 1447 this year vs 1413 last year so 34 more games this year. So essentially now growth. Despite there being a clearly accelerating growth trend since 2018.
- masterlee_fn 7mo ago[dead]