Will AI change how we build games?

Recorded: July 1, 2025 Duration: 0:58:39
Space Recording

Short Summary

GameGPT is on the verge of launching an AI-driven game engine that promises to transform the gaming landscape, particularly for indie developers. The integration of AI is not only streamlining game development but also paving the way for new token launches and growth opportunities in the Web3 gaming sector.

Full Transcription

Thank you. Thank you. Thank you. hey what's going on everyone hopefully you're all having a wonderful tuesday thus far and
hopefully we're about to make it even better for you but guys thank you so much for showing up
early let's go ahead and get started
with that mic check guys and gals in the audience if you can hear me right now please let me know
with some thumbs ups with some hearts with some kind of indication that the audio is in fact
reaching you all right now thank you devon let me just just check the audience members are able to hear us.
This is what I was worried about.
I was worried that we might have a situation where only the panelists can hear each other.
I don't see any emojis quite yet.
But, yeah, guys, if you can hear me right now, please let me know.
Let me know that you can.
Throw down some emojis.
There we go.
Emmy Tech, Clueless, Ario, OPA. Thank you guys so much. Thank you. Thank you.
MJ on King J. I see you. Thank you, Carlos. All right. Thank you.
That was a, that was a close one. No guys, we're, we're okay.
We're okay here. Thank you so much for that.
Please give us a couple of minutes just to get everything here set up on the
panel. But in the meantime, please go back to that bottom right-hand corner.
Give us a light comment and retweet on today's space.
And we'll be starting the show in just a few more minutes let's go
you can never know what it's like your blood like plugged like a winter freeze. It's just like ice.
And there's a cold, lonely light that shines from you.
You wind up like the wreck you hide behind that mask you use.
And did you think this thing to never win?
Well, look at me.
I'm coming back again.
I got a taste of love in a simple way.
And you need to know while I'm still standing, you just fade away.
And don't you know I'm still standing
better than I ever did.
Looking like a true survivor,
feeling like a little kid.
And I'm still standing after all this time.
Picking up the pieces of my life without you on my mind
I'm still standing, yeah, yeah, yeah
I'm still standing, yeah, yeah, yeah
Once I never could hope to win
You're starting down the road Leaving me again
The threats you made were meant to cut me down
And if my love was just a circus
You can be a clown by now
Don't you know
I'm still standing
Better than I ever did
Looking like a true survivor
I'm feeling like a little kid
I'm still standing a little kid.
I'm still standing after all this time.
I'm picking up the pieces of my life without you on my mind.
I'm still standing.
Yeah, yeah, yeah.
I'm still standing.
Yeah, yeah, yeah.
And I know I'm still standing better than I ever did.
Looking like a true survivor.
I'm feeling like a little kid.
I'm still standing after all this time.
I'm picking up the faces of my life without you on my mind.
I'm still standing.
Yeah, yeah, yeah. I'm still standing. Speaker 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Yeah, yeah, yeah! Yo, what's going on everyone?
Welcome back to GameGPT,
the AI-driven game engine powering hyper-casual games
with artificial intelligence.
My name is Ice, and I'll be your host for today's show.
Now, ladies and gents, coming right off the heels
of a AAA gaming space from last week.
Today's show serves both as a compliment, but also a continuation of our previous discussion.
Some big moments from our last space, a quick recap, included the realization that most, if not all, Web3 gaming studios are, in fact, indie.
if not all, Web3 gaming studios are in fact indie.
That AAA games doesn't necessarily guarantee quality,
but does often convey a higher budget.
And of course, with AI taking center stage
as one of the most omnipotent tools
humankind has ever come across,
game development, as we know it, is changing.
But is it for the better?
While AI brings a tremendous amount of value and
increasing efficiency, how does the final quality of the game make us feel? As far as business
numbers goes, with the amount of cost we can reduce with AI integration, is it able to help
a company produce revenue or are there still some missing human elements that we need to consider
will ai change how developers build games forever let's find out but first please let me check in
with my co-host my man leading the game gbt house account what's going on devon how are you doing
today man doing good brother doing good uh i think we're in for a pretty good talk. Obviously, this is a lot of what we've been doing at GameGPT, so I'm excited to chop it up with Kono and with longtime returner, even though it's been a while, Shiv. It's going to be a good conversation.
Yeah, you know, I always love it. I always love it when we see these old friends, old panelists pull up.
I say old as if it's a bad thing. Please do not misunderstand.
When I say old, I mean OG, and also they're probably one of the best speakers in the entire space.
But anyway, I do digress. Let's go ahead and check in with our panelists here, shall we?
Let's go ahead and throw the mic over to you, Kono. What's going on, man? How you doing?
It's been a really great morning for me me um was able to get up actually on time
and uh we had a really like really good rain last night so uh the pumpkins i'm growing my
backyard are like loving that so yeah it's been a it's been a good morning damn i've never oh i've
never actually tried that i mean i say this as if i am like the gardening aficionado, which I'm clearly not.
I'm trying this new experiment, actually.
I'm trying this new experiment off of a YouTube short I found.
So apparently you can carve out an avocado seed and through a bunch of different steps,
you can start to grow your own avocado.
So I'm trying to do that right now.
I don't know how efficient or how successful I am, though, Kono.
I'm pretty sure it's just growing mold at this point.
But yeah, I'm just going to say this is successful I am, though, Kono. I'm pretty sure it's just growing mold at this point.
But yeah, I'm just going to say this is a trust the process.
Trust the process.
Anyway, growing mold on avocado seeds aside, I do want to welcome our next guest speaker.
You guys already know him.
You guys already love him.
Tell him who you are, Shiv.
Please, let's do this.
Hello, Ice.
Hello, Devin.
How's it going?
Happy to be on another game, GPT Unfungible Space.
A pleasure, as always.
Love the brainstorming and alpha generation we do live.
For those of you that do not know, my name is Shiv.
I am the head of business development at EFAS.
Our ecosystem is home to our flagship title, Pax Autocratica, which is a base-building FPS game with roguelite elements where you can command your own totalitarian state in
humanity's darkest hour.
With all the scary AI and Palantir stuff going on, it might actually be humanity's darkest
hour, but on a more positive side, it is bringing a hell of a lot of benefits
into gaming so let's get into it hell yeah my guy thank you so much for being here for this
discussion man so uh no more no more zilly dally let's go ahead and kick it to today's discussion
shall we um but uh just for context for those who may have missed our previous space uh last week
we will start with um a kind of like a kind of like an icebreaker question, but also serves as a recap.
All right.
So that, of course, I'd like to ask you guys, can you give me an example of how game design
looked traditionally?
And of course, now in the present, how has AI streamlined this workflow?
So please take a moment, think about what you want to say.
And of course, whenever you're ready to join in on the conversation, please use the bottom
right hand panel to raise your hands like so. And of course,
if you have anything to add in direct response to what the previous speaker just said,
keep those hands raised for me, but also hit me up with the waving hand email that you see
on screen right here. And I'll be more than happy to skip the line and send you the mic
ASAP. And for the rest of the people in the audience right now, please go back to the bottom
right hand corner. Give us a like, comment, and retweet on today's show as I hand the mic over to my co-host,
Devin, to start things off. Go for it, man. Yeah, I would love to. So AI is kind of getting used
pretty much everywhere in tech. Anywhere businesses exist online digitally, I think AI is being used.
Even in places where AI is not, it doesn't have to be online.
I think there's still kind of like some use cases for AI, like image recognition and stuff
like sensors and stuff like that.
So it's been pretty crazy.
I think the rest of this decade and the next one are going to be basically a race to figure
out in what ways AI
can be used to solve problems around the world. And that's no different than in gaming. I think
there are a lot of ways in gaming that AI is being used. I'll focus on kind of like my side of the
world and kind of how we build games. And I'm sure we can get into other conversations on what tools
exist for kind of different types of games that exist outside of GameGPT. But in our world, we're really focused on hyper-casual games.
So think of kind of like the arcade classics like Galaga or Pac-Man or Mario, and then take your
head a little bit more into the more modern age of hyper casual, which is more so like Fruit Ninja
and Subway Surfer and Words with Friends and kind of everything along those lines.
That's really what we focus on.
And that's actually a pretty good sense of what AI, what types of games AI are pretty
much able to create from end to end. So from the code base getting generated, from the
assets, like whether 2D or 3D getting generated, onto kind of like a playable experience inside
of a browser. AI is pretty good at building those types of games. And that's really what
GameGBT is at this moment currently working out. We have our game builder that I'm actually demoing to our community this week
that's going to show people kind of like how that works.
But for a little bit of alpha, I mean, the way that the kind of step process
on how it works is you're going to be able to tell our game builder
our game builder what type of game that you want.
what type of game that you want.
And then we're going to kind of use our
platform to basically enhance your game
idea into like an actual prompt that an LLM is going to be
able to read and actually generate the code base and assets for.
And then once you enhance your prompts, you're going to be able to, after
any minor edits you
may see click generate game and then after about three or four minutes from like a full generation
side you're going to be able to preview that game and then do further iterations on like new edits
that you're going to see so i think we're really close definitely within this year at the point
where at least like mobile based games and kind of like these hyper-casual type games being able to get built by people who have never been able to build a game
before. And that's really what we're trying to put into the world. Obviously, I pontificate about
this, but one of the reasons why we built GameGBT is because we always thought that that is where
gaming was going to go. I think when you kind of intersect AI and gaming,
what that leads to is a world where gaming gets more personalized and more people are going to
be able to build a game. And then that's going to evolve into a game experience being unique
to every person individually. So I'm really excited for it. And yeah, that's a quick crash
course on how we're using AI for game development. Man, there's so many things bullish about that
take, Devin. I don't even know where to start. Let's just talk about the game builder for a
second here. I have so many things I want to ask you, but I don't want to take two hours on this show. So, okay, let's go back to the game builder, right? So,
you have an idea, you tell your project or GameGBT what you want to do, and it comes out with a
prompt in order to feed the LLM. Now, would you say that this is basically vibe coding,
but on steroids, but also with guidance. Is that a good
way to go about this? Yeah, I think V1 of our product is going to feel like vibe coding with
guide rails, like for sure. If anyone has ever vibe coded before, you can use these platforms like
Cursor, Cloud Code, Bolt, Windsurf. I think there's a lot now. And it effectively can,
Winsurf, I think there's a lot now.
And it effectively can, just by getting your ideas
and you kind of conversing over text in a chat box
with an AI, get you to some type of code complete MVP.
You may have the front end code existing
kind of inside of the IDE,
like whatever you're using cursor.
It's going to kind of walk you through
how to spin up
a backend and you may use Supabase or kind of like any of these other places. And then effectively
you can within like one sitting, if you're really, if you have six to eight hours to kind of get
there, have a full product of whatever you want. We are leaving out all of those hard steps,
you want. We are leaving out all of those hard steps, like having to spin up your own backend,
having to learn any dependencies, whether it's how JavaScript works with HTML and all that stuff.
We're basically creating your game and we're hosting all of the games inside of our arcade
for other people to play them. And that is kind of like why we call
it vibe coding with guide rails is because the experience, the essence, like what we want our
tool to be able to provide you is to kind of take that game idea and to get you to like a playable
preview in like five minutes. If we can do that, I think we're really onto something. And then in
future iterations of you being able to kind of, in future iterations of GameGPT, we're just going
to make it easier and easier for us to build right now, hyper-casual games, but in the future,
more and more complex games as AI levels up with us. Hell yeah, Devin. And don't mind this extra question
and then we'll pass the mic over to Shiv right after.
So all the things of
Vive coding on Guardrails,
how can we actually get access to this?
Is this service alive already?
Do we need to hold certain entities or perhaps coins
or tokens in order to do this?
Yeah, talk us through this, Devin.
Yeah, so we're
kind of slowly rolling this out to our community. I, talk us through this, Devin. Yeah, so we're kind of slowly rolling this out
to our community. I've been demoing it with my team for the last two to three weeks, and we're
basically at V1. V1 is going to be where you're going to be able to generate these playable demos
yourself, and you're going to be able to play your game in the browser. But before it goes live onto
our arcade, we're going to have to have a
couple more steps. Like we're going to have to be able to integrate your game with our SDK.
And then we're going to have to effectively generate like thumbnails and gameplay videos
and a couple of other things that really kind of are the final steps before they're launchable
in our own arcade. So V1 is like out and I'm going to be demoing it to this
week. And we're going to be allowing our community to play it if they're just a community member. So
if they hold dual and it's if they hold like a decent amount of dual, like no crazy amount,
probably like $100 or more, or if they have like one of our NFTs or a staked NFT, those are going to be the people that are going to get access to the early version.
Like I said, we're not going to be able to deploy your game into our arcade yet.
We need to set up some final kind of like polishes.
But within, this is a pretty aggressive timeline, but I'm pretty sure by the end of July, everyone's going to be able to publish the game to the arcade and play their game for sure.
Dude, this is awesome, man.
And I do apologize on panelists, by the way, if I don't mean to make this into like an
AMA style at all, but it's rarely do I ever hop onto a gaming space and then I'm just
made up of questions because I'm genuinely interested.
And the one last thing, and I promise, all right, then we move on to show.
I know you said we have, you're looking to roll this out into a live arcade
with game gpt right devon um but perhaps with this uh with the v1 or v2 coming out in the future
could we actually build these games with game gpt but have these games accessible either um through
like different apps such like uh perhaps discord for is what i'm thinking could i build a game with
game gpt that the concept that I have
in my mind, and then send it over
to my community so my community can
Yeah, I mean,
TLDR is like, yes,
you're going to be able to do that, no problem.
Whenever we generate a game for you,
you're going to have full access
to the code base of that game.
So you're going to be able to copy and paste it wherever it may be.
You may or may not know how to kind of open source it, post it to GitHub, get other contributors
to help you with it.
Or you may or may not know how to take this code base that you've generated with our tool
and then get it into the app store whether it's
an apple app or whether it's into the google play store and i think we're slowly but surely going to
add those features into the game builder so we can make that a process for everyone but the tldr is
if you're with us from the beginning you're going to have access to your code base it's inside of
the preview tool so it's not like you're going to be able to, you're going to have access to your code base. It's inside of the preview tool.
So it's not like you're going to be able to take, you're going to be able to take it wherever you want.
Slowly but surely, we'll make it easier.
So we can help you get whatever you want out of it outside of the platform.
Oh, man, this is actually kind of crazy.
I've been thinking about the longest time, like how can I come up with some novel,
interesting things for my community members to enjoy?
And of course, these are certain things,
they don't really align with the overarching,
kind of like the meta, so to speak,
that we see on CT, right?
So this right here, this is a fantastic example
of something that I would be interested in looking into. So maybe we can have this discussion at another time. Otherwise,
we'll be commandeering this space and then just, yeah, we don't want to do that. Not today,
not today. But bringing things back on track, I do want to talk a little bit more about AI with
my man Shiv here. So Shiv, kind of as a follow-up to Devin's take on how game design looks traditionally
and how AI has streamlined the workflow, specifically for you guys over at eFast.
What are your thoughts on this? Which parts of the game design do you or the eFast team
personally rely on AI for? Awesome. I think all in all, both for a Web 2 product and for a Web 3 product, as Devin said,
AI really changes the game in a massive number of ways. Like the amount of hard coding you had
to initially do on interactions, environments, narrative sequences, which could take months and
years are now compressible massively thanks to AI. I would say for us personally, I know that our next update has
had some massive smart NPC integrations where it goes beyond just having behavior trees in your
interactions with NPCs, but because our game is going closer and closer to a political sim
base building oriented experience, at least when you're at your base
planet. A lot of that requires scaling these stories of behaviors that these NPCs have and
modeling them over the player strategies. And I think without hard coded scripts, AI is definitely
a massive lifesaver in simulating those advanced interactions and having the progress be
something which is not a part of the active experience, but a player can go back in and
check anytime. And the fact that all that is possible without hard coding has really allowed
us to make a lot of the base building visions we had for our game come true, which without AI
might have been way more expensive or time consuming.
I would say besides that, I think asset creation is very important, especially when you're
collecting resources, when you need newer and newer types of resources. We have over 200 hours
of gameplay. And I think the farther out you go into the galaxy, the more intricate the items get.
So I think that's a massive reason why
AI has been able to come in and sort of help and again, compress that process, which would have
probably taken months per update into just a matter of two to four weeks. I would also say
something which we're starting to leverage more and more actively is using AI to see how the future token within our ecosystem is sort of going to have
interactions with different player demographics. And I think simulating those complex interactions
while having thousands and thousands of players and users is very hard to get perfect. And I
still think that part of the token economy still haven't been perfected by the industry,
but I think AI has
been one of those ushering forces which make it much, much faster. So be it for the individual
player experience, be it for what we're trying to create in terms of exploration, in terms of just
storylines for your base, or just be it in terms of creating newer and newer exploration-based
assets, I think AI has helped us massively.
And the more we start to line things up for RTGE,
I have no doubt that AI is going to be helping us
with a lot of the modeling for the tokenomics and so on.
Oh, AI and tokenomics.
I'm actually going to write this down right now, Shiv.
I think AI and tokenomics is definitely a topic. It's definitely a topic that we need to discuss in spaces sometime. But going back to what you said, shaving down months of work into a few weeks, like, I can't, it sounds very impressive, right? Which it is. But if we really, if we really like sit down and think about that, how much time, how much extra time is that bringing back to us as human beings?
That's a lot, you guys.
And as a quick follow-up question, Shiv, man, and then we'll toss it over to Kono right afterwards, is that with all this save time, Shiv, how does this change one's perception or perhaps usage of time. From a personal standpoint, what do team members now do with that extra time?
What can they do to funnel that time and value
back to the company?
Such a great question,
because I think it's something
which most developers have faced firsthand.
So I'd say there was always,
I think up until that inflection point
where AI just made everything in development
so much better,
there was a struggle or split to be seen between creative mind requirements and the actual
analytical computational based mind requirements. And I think a lot of the manual tweaking,
which the latter addressed, has now just been optimized using AI. So I think it allows,
at least speaking from firsthand experience
and conversations with devs,
it's allowed them to think a lot more creatively
into what they want the world building experience to be,
what they want the exploration, the battles,
the personal base building to feel like.
And I think if they were all still spending the time
they did maybe four years ago in the early days of our game,
still in the exact same feedback loops today,
I don't think we would have creatively gotten to where we are.
I also think as a space, we have such massive narrative-oriented teams.
And I think going from the ability to writing fixed storylines
to being able to adapt them as per player decisions
is something which a lot of games
are going to want to and try to do perfectly
because that's a part of the original promise of immersion
or the metaverse, quote unquote, as we've always called it.
So I think AI is going to help not only developers
in terms of helping their creative mind spread more and more and have more
time for that, but also in terms of the narratives they're trying to integrate in-game and the
storyline building, you're going to be able to have a much faster timeline and greater autonomy
over what happens because you're going to have less manual requirements as we go, I think,
even per month at this point of technological development.
So I think that skip of hard coding and manual tweaking requirements into being able to actually
create depth within the gameplay, actually being able to think on higher metas of, okay, how am I
going to integrate a Web 2 or a Web 3 community member into this based off their individual preferences has all been massively speeded up by the use of AI.
So definitely very bullish in all first-hand experiences.
I'm so glad to hear that, brother.
You know, I mean, we said this time and time again in our space, right?
But yeah, time in Web 3 seemingly moves a little bit faster compared to real life.
And this, of course, manifests in the expectations as well.
Nothing against Web3 Gaming DJs being one myself.
But I think with this kind of aspect of time moving faster and with AI allowing us to come
out with faster timelines, this actually syncs up very well because it allows us to actually
deliver in a space and industry where people are constantly breathing on our necks for more updates, more content.
So I definitely do see this as a plus.
But on that note, Kono, my man, you got your hand up.
I would love to pass the mic over to you, my friend.
Yeah, I was actually going to play off of what Shiv said about tokenomics and using AI for especially
Web 3 games, but it could also work in a Web 2
setting. In the sense
that if you have a game that's specially used, it has
a lot of resources, it has a very advanced economy
like RuneScape or
EVE Online or games like that,
as part of the economy, whereas
there's a shop owner
who is a giant exporter of a certain good,
he might actually have influence on prices,
but it's done in a way that actually syncs up
with the rest of the economy.
What are players selling?
What are players producing?
What are they selling to these NPCs?
If it is an NPC or a general market,
like a grand
exchange at runescape and i feel like ai would be really helpful at first like it would be very hard
to code every individual npc to act and be able to respond the right way to players making like
market decisions but if you did that with an ai they could actually become part of the economy and
not really stabilize it but make it feel much more like
a real world versus like players just trying to min max resources that eventually becomes like a
solved game like people in runescape know like what the best farms are it's just still fun to
play with the market but i could see like an evolving economy being created because of ai
and like how it can respond in real time to human input.
And then that can carry over into
tokenomics if your game is...
currency and resources in your game
are linked to on-chain things.
Gotcha, gotcha.
I kind of want to take a stance between both the
gamer side of things, but also
a little bit on the humanistic
psychological. Now, I think definitely having ai being able to come in here crunch numbers
accelerate this uh this data process and thinking like what is a reasonable amount for me to pay
for this legendary weapon i think this is something that could be useful but also i think if we deep
if we dig deeper down into the gamer psyche i want to hear your thoughts on this um kono and
panelists by the way if you guys have thoughts on this, please shoot up your hand. And is that, do you think Kono, do you think,
do you think gamers would respect the AI's decision to govern the economy? Because from a
gamer perspective, I play a lot of MMOs. And it's that like gamers like to be that guy, right? They
like to be that guy that monopolizes the entire system. They like to farm the hell out of the rare loot and they dictate the prices until the
economy, until the community actually says, you know what?
The supply demand has changed.
Let's go ahead and offer less for this.
And this kind of back and forth, it is a real part of the gameplay.
And this is what a lot of gamers, including myself, enjoys when it comes to MMOs.
But yeah, I wanted to hear your thoughts on this, Kono. Do you think gamers would respect the idea
of having an AI come in
and essentially
decide our prices for us?
What are your thoughts on that?
I think I may have
misspoken, or maybe
my point didn't come across quite right.
The AI wouldn't govern the
economy. The AI would be a participant
of many in the economy.
So they wouldn't have any more power than another player in how a price is dictated.
It just becomes a competition of, well, this guy has easy access in certain places, but
if I go to a player, I might be able to work at a certain deal.
It would be more like they're a part of the economy, and you can choose whether or not
to use them. It's not like they're going to go of the economy and you can choose whether or not to use
them it's not like they're going to go to the grand exchange and like start market making prices
based on what they think is like the most optimal thing it in my head it would be a much more complex
system and like that's the only reason that ai would be needed is because it would be almost
impossible to like code in pcs to behave that way and not just override and start dictating things.
I really want to see this, Kono.
I want to see this AI manifestation in a really popularized MMO.
I really want to see what that future is like, man.
I think Devin does, too.
You got your hand up.
Let's go to you, brother.
This is a cool take because I think it's interesting.
Where my mind went, maybe this isn't where you were kind of thinking about it, Kono, but like where my head went when you were talking was know. I guess it depends on your definition of limited. I have like one MMO experience and that's Elder Scrolls
Online. I played it like high school and early college and I actually have a lot of hours in it,
but I don't have that much like width of MMO experience. Like I've never played WoW. I've
never played like all the other big mmos so i don't
know it exactly but where my head goes is like some of these mmos don't really think long term
about their economies i think like in terms of like loot drop rate uh and stuff like that
um i i think you're gonna like flood the market if there is like a set drop weight drop
rate of like i don't know the best gear in a certain dungeon but if the growth rate on like
what your game is is like slowing down um if this like drop rate is really high it's actually just
going to lead to everyone getting that best in slot gear for cheaper and cheaper, right? So an AI that is actually in control of, like, drop rates
for, like, some of the, like, refined, like, resources,
whether it's mined, whether it's dropped inside of a dungeon,
and they can actually see kind of, like,
how many people are entering and exiting the game
to kind of, like, tailor that drop rate to actually
be like something that would be i don't know a better experience for all of the users that would
be pretty good but like another thing is like even if the there's like uh resources that aren't
refined or created like mined or dropped in a dungeon, there's just like the whole gold issue. Like gold usually has like infinite inflation in an MMO.
Like I know it did in ESO for sure.
And I'm sure it's kind of the same in WoW.
There's like kind of black markets
where you can buy gold for like real money.
And usually that leads to like negative externalities
where there's like people in like low uh, like low cost of living countries,
kind of like grinding out this gold and then selling it to you. Uh, and that's kind of like
their, their job. I don't know if that is kind of like a good thing, but it exists in certain,
uh, MMOs. And I know that, uh, maybe with the help of AI, they can better kind of maybe step in to make the market conditions better and a better
experience for people where they don't feel like they actually need to either grind a million years
or kind of just pay someone like $50 on this website to get whatever they need. So that's
kind of where my head goes. It's almost like an assistant. It's not necessarily a market maker like Connor was talking about, but it's something that is well aware of the
conditions for people and how the playing conditions may change if the game is slowing
down or the game is speeding up or the player base of the growth is speeding up in certain
conditions. So that's kind of where my head goes. And that's like how I would use AI if I had an MMO and I was like thinking about it.
But honestly, I sound like I built an MMO.
So I can't run those experiments, but that would interest me a lot.
Got it, got it.
So basically from what I'm gathering, Devin, is that from your take,
essentially this is on the more of the updates
and the patch notes side of things, right?
When a drop rate is deemed way too high
or when it's way too low, developers,
they often introduce patch notes
in order to make things more balanced.
But I do see how it's beneficial,
but I also do see how it might annoy certain players.
But like, so for players that can't get their hands
on this rare loot,
I'm sure they will be more than happy
to see that drop rate go up.
But if you're one of the people in the ecosystem
that has taken a stranglehold over said boss,
you're monopolizing it,
the server is under your control,
and all of a sudden the developers decide
to jack that drop rate up
or perhaps fine tune it
so that easily it's more
accessible for others. Now that is directly interfering with their farming gameplay loop.
So I definitely do see both people loving it, but also some people might be unhappy when this
happens. But I would love to hear the panelists' take on this. I think this is a very interesting
idea, Devin. Let's go ahead and pass it over to you, Shiv. What are your thoughts on AI integration with dynamic drop rates in MMOs? Very fascinating. I think the entire MMO structure
has been built to sort of take different user interactions into account. And if you just see
what that can do in Web3, especially given the natural affinity of a Web3 gamer to be more grind-oriented,
it's really the perfect match made in heaven for MMOs.
So I would say over a long enough time frame, we are going to see much more efficient economies
come out of this.
But I also want to be, if we are talking about Web3 gaming, be a bit of a devil's advocate
in saying that today, our industry, at least in my opinion,
does need more of a balanced approach in the sense where even the most complex MMOs,
if we do want mass adoption, need to be using it to a point where it's maybe brought on chain
as a complementary action or it's not directly integrated into the UX and maybe something
along the lines of what Off The Grid is doing.
But still, I think it's a massive plus point net net.
Slight tangent on the current conversation regarding the whole dynamic dropper, I think.
But since we brought up blockchain, I'm just coming off of a previous conversation about how blockchain elements in Web3 gaming can often feel a little
bit overwhelming, right? And Shiv, you being literally the master of BD, I would love to
hear your thoughts on this. Kind of discussing blockchain elements versus just not talking
blockchain at all, but focusing on the game. As a BD, like when you approach other folks,
other partners, like how do those conversations go? Do you usually include the blockchain elements
or do you forgo it 100%?
That's actually a great question
because given that right now we are literally
a few months away from game launch
and maybe a few more months from TGE,
I have like this active,
these two big burdens on my head
of making the Web2 community happy
and making the Web3 community happy.
And I think
a massive part of the communication, the marketing, the business development work
that will work for Web3 gaming projects from here on out is going to be first understanding that
you're going to have a massively diverse spectrum of your end partners or users. I mean, certain
days I have calls with Web2 gaming creators or Web2 platforms
where I know that they are
Steam indoctrinated Web2 gamers.
And if I even slip a crypto related word,
it might just be the easiest way
to get that meeting to be a dead end
and waste those 30, 40 minutes.
So in calls like that,
I have to be very careful how I package things.
If you guys have seen that we did a big re-education last week where we announced certain
crypto elements which would not be in game and how it would essentially exist on an ecosystem level,
that was actually inspired by meetings like this, where understanding that we as a project have now
been building the game since 2018.
Of course, yes, as a Web3 project,
but in that process, we got tens of thousands,
actually like 150K plus team wishlisters
that either do not understand, do not know,
or do not give a micro piece of anything about crypto.
And when you're dealing with those platforms,
when you're dealing with those platforms, when you're dealing
with those creators, when you're just dealing with that overall audience, you need to be very
careful in how you bring value. So I would say our strategy for those users is to realize the
benefits that come with Web3 far after they've understood the product that we built, played the
product, used the product, or integrated it, or made content about it in
whatever capacity. Because it's just a very unfortunate truth that the instinctive response
or the reflexive response, per se, from a normal Steam gamer, the second they hear the word Web3
is to leave. So I would just say, for my strategy, it depends on who I'm on call with. I would say if I understand that this partner, be it a platform, be it a creator, be it another project will bring net value to my Web3 community, then I will reverse engineer from there and try to see where the best overlaps lie to have a good value flow to a Web3 community.
you float a Web3 community. But if it's something that is getting exposure on the Web2 side,
if it's something that is optimizing experiences or events for our Web2 audience,
I will blatantly not mention crypto no matter what happens. And I sound scared, fiercely confident
about this because trust me, I've had calls where the word Solana has slipped from my tongue. And
someone's asked me what Solana. And I've said crypto and I've seen the whole tone of the call
change after. And it's honestly crazy because I've been a BD in like four other subdomains of Web3
outside of gaming and never have I seen this level of stigma. All of them have involved dealing with, be it TradFi, Web2, traditional internet
companies in some capacity. But gaming is just next level. And it's especially these Web2 creators.
I don't know whether they hate the model of good financial incentive alignment, or if they're just
snakebit from the old stories they heard. But you have to be very careful in how you...
I would just say the advice
to BDs out there is to understand who you're speaking with, understand what domain of your
audience they're bringing value to, and then what their best interests also are. And then sort of
going from there and aligning it in the perfect combination to a story that you're giving them.
Oh man, so the legends really are true, Shiv.
You know, I've heard stories about this.
I've heard stories about these,
these collab partnership calls
in which, you know,
you're presenting a good game
and the game is like, it looks fun.
The graphics are great.
The music is awesome.
The voice acting is on point.
And then you slip out Solana
or you slip out Crypto
and all of a sudden people just,
yeah, just...
I just have to say one thing,
like one call I genuinely thought that the guy saw our trailer or you slip out of crypto and all of a sudden people just, yeah. I just have to say one thing.
One call I genuinely thought that the guy saw our trailer before I mentioned crypto and he was really enjoying it.
I could see he had a smile on his face.
And after I mentioned that, okay, we're Web3,
our investor is Solana Ventures, we have XYZ Web3 elements.
It just felt like he didn't enjoy the game anymore.
And it's absurd to me, but it almost feels like racism or casteism.
And like, I don't know, I won't go off on a tangent here.
No, you're right, though.
You're 100%.
I don't know what the exact word is either.
Maybe prejudice, maybe perhaps that's the word.
Blockchainism, like internetism, what the hell is this?
Webism, like, hey, I'm Web 2,
screw you, Web 3 builders.
What the hell?
It really is like that, right?
Like you say certain words in life
and then it triggers this ancestral rage
that we've built upon
throughout our entire lives.
Even though we're doing nothing,
like nothing wrong,
we're just building a good game.
And by the way, you like this game.
Before I said Salana,
did I say Salana?
I meant Salami.
That's what I'm having for lunch. And we're the ones who lost money just last point
i'm gonna add on this that when web3 gaming went to shit in 2020 i was the one that effing lost
tens of thousands of dollars in metaverse land who is a person who's never even invested in one
thing there to get uncomfortable about it yo this, this is such legit rage.
Sorry, I got too personal.
No, no, no, no, you're good, you're good.
I've never...
Guys, we've finally done it.
We've never, we've never triggered legit rage
for Shiv on Spaces, ever.
But no, today, today, July 1st, 2025,
we did it, we did it, ladies and gentlemen.
I'm gonna shut up.
Devin, you got your hand up.
Please, take my mic away.
Yeah, Shiv, I have felt your pain.
Game GBT was not always Game GBT.
We got our story started in 2020.
And we were Rainmaker Games back then.
We were building skilled-based wagers on top of existing Web 2 games. So we built skill-based wagers on top of League,
on top of Dota 2, on top of CSGO,
and a whole bunch of other games.
And that was like 2021, 2022 era
was like when I felt this
going to all of these other Web 2 games
that we're branching out in
and kind of like taking this to them.
So I totally get it. It is kind of like a stigma. But yeah, it's I think one that we're slowly kind
of like going to change. And what's funny is like, I actually have an article coming out
on this exact topic on my personal account, which is like in the in the listener in the audience.
topic. On my personal account, which is in the listener, in the audience, I have a series that
I started called Web3 is Not Inevitable, or Web3 Gaming is Not Inevitable. And it's kind of just
a spicy take. I am obviously bullish on Web3 Gaming. It's just that phrase gets repeated so
much. I feel like it has positive and negative second and third order effects from that.
One of them being, if something is inevitable, you kind of take it for granted that it's going
to happen and you don't identify things that can change based on things that are happening
in real time. So I feel like there are a lot of things that we probably could have done better from the 2020 and 2021 era in gaming that I think we shouldn't give into the next cycle.
And if Web3 gaming is to be inevitable, we should probably learn from those mistakes.
And one of them is kind of like how we approach this to Web2 audiences. The topic or the core of what this second article
is going to be about is like how to present your game
and or Web3 product to a Web2 audience.
Kind of what I've come to is like,
it needs to be overtly Web3.
It needs to be covertly Web3,
or it needs to be kind of like split in the middle
and exist as two different companies.
Like that's probably one of those three approaches
probably needs to be what you do with your product or service or game.
And like we're like GameGPT is kind of,
at least the arcade is going to take like the covertly Web3 approach.
We have Privy.
So people are going to be able to create an account with
their Google account, with their X account, with their various social medias, Discord,
GitHub, whatever. And whenever you create your account, you're going to be given an
account abstracted wallet. You don't have to sign up through MetaMask or Phantom if you don't want
to. And we're not actually going to make that very obvious that you can get set up through MetaMask
or Phantom even though you can't. But if you do set up with these Web2 OAuths, you're going to get
an account abstracted wallet that we're not really going to talk about. And in your flow,
whenever you submit your funds for a wager or whenever you buy something in an in-app purchase
in our game for like a power-up like it's going to just take you through a web 3 on-ramp like
it's going to ask you to put a debit card in or a credit card in or pay through paypal or stripe
or whatever and like what under the hood is happening is when you fund your account that
account abstracted wallet is going to buy like stable coins like USDC on base.
And then that USDC is going to actually happen through your account, whatever you want to
happen, whether it's entering a wager or whether it's converting your like USDC into dual,
which is our token and buying like these credits.
Like that's kind of how we're taking it, kind of like the covert Web3 approach, because people don't even need to know that it's Web3 for it to happen.
But everyone in their situation is probably going to come to like a position where something works better for them than the option that we're taking.
Being overtly Web3, especially if you're like a casino or any of these on-chain games, probably has to happen.
So you're going to have to understand what these on-chain games probably has to happen.
So you're going to have to understand what that product and that, I guess, messaging means for you.
But you could be a covert or you could split your game down the middle and have a Web3 audience and a Web2 audience that don't even know about each other.
There's a lot of different things that can happen.
But that's just my two cents there.
Dude, that is wonderful, man. And, you know, I actually do have a follow-up. We are
kind of running, kind of tight on time coming to the end of the hour here. So maybe we'll do a very
condensed take, Devin, if this is possible. This is regarding basically repackaging how we should
be approaching gamers and investors, right? So let's touch upon this super quickly, and then
we'll head on to the closing remarks and, of course, GameGPG updates.
But what I wanted to ask you, Devin,
is that regarding the Web2 audiences,
both gamers and investors,
how can we actually use AI
in order to help with this presentation?
You know, kind of like presenting what is appealing
without alienating them
with things that they may not want to see or hear.
Any thoughts on this, brother?
I don't think I exactly know your question.
Can you explain it one more time?
Is it how do you use AI to teach Web 2 about Web 3?
Was that it or is it a little bit different?
That could be part of it.
But what I was more specifically is like let's say you are engaging in a partnership meeting or perhaps you guys are presenting the game
to a larger audience, right?
And the bulk of this audience are Web2 gamers.
Now, we're not really sure how we can go
about approaching this presentation.
So how can we consult AI in order to repackage
this presentation so it is as efficient as possible?
Yeah, I mean, I think there are a lot of ways
that you can do it.
And it's going to depend like what your stance is.
Kind of like what I mentioned earlier,
if you want to do overt Web3 marketing,
covert Web3, the covert Web3 approach
are kind of like a split down the middle.
That's probably going to better define
what your thing can be.
But whenever you said, like, how do we use AI to teach Web 2 about it?
Like, where my mind went was, in Web 2, the way that you pay for AI, like, if you have
OpenAI, if you have ChatGPT, you can have the $200 a month model, or you can have the
pro model, which is $200 a month.
But if you're a developer, you actually don't pay the subscription fees.
You pay what's known as an API cost. which is $200 a month. But if you're a developer, you actually don't pay the subscription fees.
You pay what's known as an API cost.
And basically they charge,
you basically, it's just like paying for electricity.
Like you figure out what is your input,
how much electricity did you use? And that gets measured in input tokens
and output tokens, they call them.
And then those input and output tokens are basically put together,
and then they charge you on a per query basis or per token,
per million tokens basis, how much you pay the AI company
for whatever it is you're doing with their model.
I feel like that is very akin to crypto in a sense.
AI is basically you paying for these AI tokens,
which are a sum of how you're using the product.
In crypto, whether it's a game
or whatever you're buying inside of a game,
it literally is just using,
you're literally using not AI input and output tokens, but you're using crypto tokens to buy things inside of this game service, right?
So we could kind of think, I can explain it, at least in my head, in a way that it does function almost like a utility and how AI prices itself can be used the same way Web3. I think understanding that
a Web3 game has its own inlaid currency, instead of saying that it's a crypto token,
would probably work out better for the Web2 audience. But I think there are a lot of semantics
we can use to just help them understand that it is doing a lot of things that are more
advantageous and future leaning uh without being kind of using this uh astigmatized like a crypto
word but yeah that that's kind of where my head goes yeah thank you for that devon i think there's
a lot of a lot of truth to that after all like as human beings when we are confronted by something that that we don't want to learn about or we don't want to change because if it ain't broken, why change it, right?
I think the first step that actually needs to happen before any kind of selling or convincing happens is that we need to see for our own eyes.
We need to experience that change and we need to experience that value gain.
And once we've actually seen like, oh, okay, this did improve my quality of life in X, Y, Z ways. Now let's go about how this actually happened.
And I think that is a much easier conversation to have. It's still not easy, but it's easier
with a little bit, it's going to be met with a little bit less friction and hopefully with a
little bit more acceptance as well. But coming down to the final minutes devon got to pass the mic back to you my brother please
talk to us man what are some upcoming updates going on with game gpt that we need to be paying
more attention to yeah i'll keep it super tight um we have a ton coming soon i think a demo of
the game builder is in store for this week. So look out for an announcement on our Twitter for
the community town hall in our discord, where we're going to live stream. I'll probably just
kind of ask everybody what type of game that they want, and I'll make it in real time for everybody.
We have some new AI agent updates that we have for our AI agents, if you staked your NFTs and
you created your own agent. So probably in that same live stream, we're going to share those
updates as well. As well as we have all 19 games that we're going to go live with for our mobile app,
live on arcade.prism.ai. We've only done four tournaments out of those 19 games,
but we're probably going to announce one, maybe even two tournaments this week
for the other 15 games that we haven't done a tournament on. And these are effectively like
beta tests for all of these games
just to make sure that they're ready whenever we do our mobile launch.
So look up for a lot of stuff.
Announcements coming very, very soon.
That's awesome stuff, brother.
Did you guys already decide on the time, by the way,
when the live stream town hall is going to happen?
I like doing them Thursdays.
And usually 2pm
EST seems to be the best
time for everybody.
I haven't announced it yet, but
usually 2pm EST,
which I believe is like
is around the time that we
at a time that works for everybody is probably when we're
we're going to announce that soon.
Thank you so much for that brother.
you guys heard them live stream of game building demo.
That is honestly,
I really want to see that.
And also demoing of the AI agents tentatively 2 PM Eastern this
But all that is TBD.
Definitely keep your eyes peeled and And you guys can do so
by following Devin, following GameGPT
and turning on those noties. But
that being said, ladies and gents, this will mark
the end of our space for today.
Once again, thank you so much, Shiv. Thank you so much,
Kono, for joining in on today's
conversation. Really, really enjoyed it.
And of course, thank you folks in the audience for
dropping all those likes, comments, and retweets.
We really do appreciate all the love and support.
One last time, make sure you guys are following
the GameGPT House account.
Keep your eyes peeled for what's coming this Thursday,
possibly at 2 p.m. Eastern.
And remember, when in doubt, turn on those notifications
so you guys don't miss out on any of the latest updates.
But until then, there's going to be Ice and Devin signing off,
and we'll see you guys in the next one.
Peace! But until then, there's going to be Ice and Devin signing off and we'll see you guys in the next one. Peace.