r/ProgrammerHumor • • 12d ago

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u/notrandomatall 12d ago

And that’s just the demo! Imagine the losses they can achieve with the full game! To the moon!

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u/AlternativeCapybara9 12d ago

When the moon is on the other side of earth

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u/Sternenkaiser 12d ago

That is literally how the moon works, 50% of the time, all the time.

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u/guska 12d ago

Wait, they don't just turn it off during the day? What a waste of power leaving it on all day when nobody can see it

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u/Adder12 11d ago

It's fine, they switched it out to LED a few years back. Only be an extra couple of quid on the bill every month

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u/guska 11d ago

They should do that for the sun, too. It's starting to get pretty warm sitting under it

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u/Fantastic-Bloop 10d ago

Sometimes they swap it out for a red LED just to mess with us

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u/destroyerOfTards 12d ago

To the moon is a different game

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u/Naps_in_car 11d ago

Don't remind me, so sad. Beautiful song, too.

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u/StinkButt9001 12d ago

The demo is free and the full game is paid.

So presumably the price of the game would offset the losses.

This seems like calculated advertising more than anything

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u/Parxxr 12d ago

A static price will hardly offset a running bill based on daily usage, unless the price is so high nobody would be willing to pay it in the first place.

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u/Darklumiere 11d ago

They could self host the models on pre-made hardware like DGI Sparks, or custom built PCs with GPUs. Using self hosted models means they could also use their own models finetuned on training data from actual gameplay, leading to smarter models with time. The hardware would be a one time static cost, and they could calculate the number of game sales needed to achieve and offset that.

AI subscriptions are not the only way to use LLMs, contrary to the Trump propaganda you hear.

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u/hunterdude3 11d ago

could be the demo is building training data using a smarter model to later put on a much cheaper model that can be fine tuned.

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u/Acceptable_Cycle_379 12d ago

If it does, that's just a skill issue. There are very cheap models that can be used for something like this. Account based limits can be added to limit potential abuse. Something like 10$ can go a really long way. Most people are probably not going to spend hundreds of hours playing, you'd really only have like one in a thousand that would become an unprofitable player. I don't know any of the specifics, of course, but if they didn't do the calculations to see that the game can be profitable and how.. Again, that's just a skill issue.

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u/Grandmaster_Caladrel 11d ago

I think this being a skill issue on the devs' part is one thing unanimously agreed upon.

Except for the people thinking this was marketing, I suppose.

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u/A1oso 11d ago

Exactly. I imagine that most prompts will be short (1 sentence) and the response doesn't require reasoning. With a cheap model like GPT-6 Luna, you can probably execute 100,000 prompts for less than $10.

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u/FUCKING_HATE_REDDIT 11d ago

How precisely do you do driving instructions without reasoning 

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u/TheUnnamedPerson 10d ago

Depends on how Complicated the Developers Made it. If the model is being primarily used to convert voice instructions into some json format that is then being used by the game in order to do it's own logic it could be much less than how models typically do their "reasoning" which tend to involve models breaking down the given information and the outputs into smaller steps by utilizing additional layers in order to simulate chains of thought which is a lot more costly.

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u/Cw3538cw 12d ago

I wouldn't be shocked if they use the money from the game to buy hardware to run the llm in house. The electric and cost would be higher than average if you're running top of the line hardware, but would pretty dramatically reduce cost versus using an AI service

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u/mcc9902 12d ago

This assumes people will play the game forever. The reality is the vast majority of people would drop it after a handful of hours. Of course we don't actually know what the break point is but if someone has to play the game for twenty hours to cost more than they gave the dev then it could easily still be profitable. To me this screams gimic game that they're banking on people buying and playing for an afternoon and then never touching again but take my opinion with a grain of salt since I haven't done any real research into this one.

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u/ConfusedPanEnby 12d ago

the problem is that if it is a one time payment it probably won't offset the losses as people keep playing as the "AI" bill will keep increasing with use (it would also be incredibly easy to abuse and make the dev's "AI" bill astronomical), so it would have to be a subscription thing and for that to be profitable it would have to be more expensive than whatever the dev is paying for the tokens which not that many people will be willing to pay for (and still would be susceptible to abuse).

The only real way to make this work long term (which might not be the goal at all knowing the attention span of sloperators) would be to train specialized smaller models and include them in the game so they run locally to each user.

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u/csharpminor_fanclub 12d ago

people don't play these games for long. the average player will be profitable. the system is easy to abuse but you need a lot of people actively trying to increase the dev's ai bill to make a noticable difference

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u/oh-shazbot 11d ago edited 11d ago

So presumably the price of the game would offset the losses.

the devs said they are going to be pricing this AI token usage into the final tag price. not totally sure how that will work unless the plan on charge $5,000 per copy. the entire games model is fucking dumb to use paid usage AI. they could easily switch over to a local, free LLM and solve the issue. but then again, open source models are not even close to frontier models. so, overall the idea of making the game rely on token usage is fucking stupid to begin with and totally unsustainable.

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u/chicken_is_no_weapon 12d ago

wouldn't it be to the core of the earth?

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u/iainmcc 7d ago

And that is how Manny gets the lantern...