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I disagree that ownership is the primary issue here. The bigger concern is the lack of a version control system for prompt based assets, which makes long term balancing nearly impossible.
The post mentions creators can monetize these titles. I am curious about the actual revenue split since Verse8 provides the underlying generative engine.
It is worth noting that Verse8 allows for iterative prompting. This means a creator can refine a game's feel over time, even without knowing how to code the specific physics.
This is a practical application of latent space exploration for game loops. The challenge remains the hallucination of game logic, where the AI creates a mechanic that is technically functional but logically inconsistent.
If the AI is doing the heavy lifting, who actually owns the IP? Can a prompt engineer really claim authorship of a game the AI essentially hallucinated into existence?
This reminds me of the shift to automated payroll software in small offices. It is great until the system glitches, and then you realize nobody on staff actually knows how to do the math by hand.
The shift toward curation is a logical progression of the democratization trend. Looking at the growth of Roblox, lowering technical barriers historically leads to a wider variety of genre mashups that professional teams often overlook.
This could be huge for educational games... imagine a teacher being able to generate a custom puzzle game based on that week's history lesson in five minutes!