So as a user I can basically deploy code through bug reports? Sounds like a prompt injection nightmare.

I'm both fascinated and appalled by the metagaming implications. Can I guide fable into subtly rebalancing a game in favor of my preferred play style?

That actually sounds really cool. Assuming it has access to a well-tuned predictive analytics mechanism that allows it to derive that changing the game in this way would increase satisfaction and revenue from you and other players like you, sufficiently to offset development costs and dissatisfaction to others, then it really should.

We are already - as in today - doing this with friends while playing Valheim, the process is semi-automatic with me in the middle as the admin, though.

We make 10+ gameplay changes a day in our custom kitchensink mod that steers everything. 70%+ are bugfixes (we have plenty of mods that conflict/are buggy), the the rest are QoL improvements, small new features and rebalancing. If we see some playstyle is too strong or boring, we spice it up the same or the next day. Mobs too weak/strong? Update the same day. A ton of performance fixes with actual in-game benchmarking. All this while I keep playing.

I built sort of an automatic modding pipeline (including public release and all) with parallel test game clients + servers used by LLMs to develop and test the changes and then merge before releasing a new mod version. We have had very few issues, I'm still shocked how reliable this is. They follow guidance well and test everything in real game clients on wipeable clones of our live world and our actual characters. Josh has a bugged chest at his place? The LLM will reproduce it, develop a patch, yes, but then also log in as him to his actual in-game base and test the fix using game inputs + OCR. At the end I get a .html page report on each change with screenshots and technical details if I ask for them. I don't care if it takes 4h to do a simple fix because it's not my time and game stability is critical. And up to 8 of them can work in parallel, so there isn't a bottleneck caused by excessive testing/re-testing.

I think this will be the future of gaming for many sandbox/easily moddable games. It's a bit too technical at the moment for regular players to handle the updates and models' quirks, but we're only going up from here. Just crazy.

I could definitely see potential in an async co-op game based on this idea. A sim harness, some pbt to avoid broken states, and something like a modified nomic ruleset might get pretty far.

https://en.wikipedia.org/wiki/Nomic

whoa like an ai calvinball. Or, you compete to get the right to one prompt that changes the rules/physics/map etc. Whoever gets to the genie's lamp first …

haha i want to file a critical sev1 "my bank account no longer has a billion dollars in it. please fix asap"

Their argument seems to be that Fable 5/5.1 are smart enough to avoid being subverted in this way. I'm skeptical!

> avoid being subverted in this way

In the instances where they were able to detect it. How much do you think they pour over individual traces nowadays to search for these things?