r/ProgrammerHumor • • 2d ago

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9.3k Upvotes

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3.1k

u/MurkyWay 2d ago

Running your game at a loss seems like a bad idea

1.6k

u/notrandomatall 2d 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/StinkButt9001 2d 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

332

u/Parxxr 2d 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/Acceptable_Cycle_379 1d 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/A1oso 1d 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 1d ago

How precisely do you do driving instructions without reasoning 

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u/TheUnnamedPerson 17h 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/eugene2k 1d ago

So if the game is played by 100000 people, that's $10 per sentence. How much should the full game cost then?

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u/A1oso 1d ago

This doesn't make sense. My thought was, if the game costs $10, each player can do 100,000 prompts

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u/eugene2k 1d ago

Ah, I understood it as "100 000 prompts cost $10"

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u/Grandmaster_Caladrel 1d 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/Darklumiere 1d 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.

1

u/hunterdude3 1d 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/Cw3538cw 1d 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 1d 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/No_Hovercraft_2643 2d ago

It depends. For AI, probably yes, but for example multiplayer matchmaking servers for one time payment games exists, and are fairly cheap, depending on the game, and trust between clients

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u/laplongejr 1d ago

Note that you don't trust between clients for matchmaking SERVERS. 

The trick is that some games like Splatoon use P2P for the non-matchmaking part, to lower server usage.  

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u/No_Hovercraft_2643 1d ago

You need trust between clients to allow it to go to p2p between them. Without it, you would need the server at more or less all time to say the state with authority. Without trust between the clients, you can't drop to a p2p connection later.

As you need the server to connect each other, if you dont want community server/local (VPN) only multiplayer, because it needs to know where each other is, and how to connect to them.