Husband. Father. UX designer/web developer by day. Game developer by night.

Overland Park, KS
Joined December 2021
NEW BENNETHON RELEASE! 🚀 #GameDev #IndieDev Built a complete point-and-click adventure in just 14 days for the $110 Adventure Game Challenge! Even better, it's the first game built with BENNE, my brand-new custom adventure game engine. Play it here: bennethon.itch.io/ai-apocaly…
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I take it this means RAM will be affordable again soon?
Replying to @IterIntellectus
*universal high income
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“I’ll see you in the funny papers” has to be in the top 10 of the best phrases of all time.
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I love this old aesthetic.
©1997 Apple Computer, Inc
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I just showed this to my 11-year-old son. His reaction: “The future looks so bright now!”
Turns out the future does have flying cars
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My 8 year old daughter, “you need to make the seatbelts a little tighter, dude!” lol
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This could be a good argument why a specific game mechanic or hook alone are not enough to distinguish a game in the market. But a good story, good characters, and good writing can. Maybe that’s the last, unbreachable moat.
It's time. Game developers need to read Clayton Christensen's Disruptive Innovation, because he explained how this was going to go decades ago. Let's start with how Disruptive Innovation happened in the industry since inception, with the previously strong moats of distribution, technology, assets and cost all now gone. Consoles were the biggest moats. Dev kits were expensive, not everyone could access them (you needed a relationship), you needed to be able to afford to pass their cert + print discs + convince retailers who bought your product and resold to customers. Starting in the mid-2000s digital platforms on PC began to grow, but digital didn't truly shift until Steam's moved away from a closed market to an open market in the early 2010s, paired at the same time with mobile app stores also being default open, and finally consoles also enable digital stores that allowed more open distribution than before on their digital stores. As open platforms enabled distribution to everyone the next moat to fall was technical. Unity and Unreal played a hand here- before you needed to have your own engine or buy components requiring a dedicated team. Now, you could easily license the most complex part of software development Further gates fell in the late 2010s as asset marketplaces toppled inexpensive access channels to the inner moat, which was the creation of assets, animations, textures, etc. The moat still remained somewhat strong, though, because if you used marketplace content you were getting the same look as others, meaning you were undifferentiated, or couldn't copy the latest popular trend. Then there was one final, smaller moat: the speed by which you could program a game, and its cost. AI killed the last two moats in one shot for many indie titles. It can replicate unique assets, and it can quickly, for effectively zero cost, enable someone to make a copy of your game, assuming the game was simple enough. All barriers to entry (console access, distribution access, engine access, asset access, time/cost to make) are gone. The result is many games are now commoditized. Clayton said that when capabilities become commoditized the advantages of established producers erode and their margins come under pressure. He also said that markets evolve through functionality → reliability → convenience → price. As performance becomes good enough, customers place greater value on other attributes in the chain. The appearance of AI-generated copies of games, especially indie games, is a predictable consequence of technical moats being eliminated. Those whose moat was only the last one will sell fewer games because all moats are gone. The market is flooded with copies of your game that swamp the algorithm with lookalike thumbnails and gameplay. Your competitors just have to price at or below you to earn a customer because they have zero marginal cost. You have no defense, it's the equivalent of having a business making screws. We don't make screws in America anymore because Chinese factories can make them for a fraction of the price, and they're generic with no particular defense or reason to buy one brand over another. We don't want to think of games like screws, but now they are. An additional lesson from Clayton for game developers is that the market doesn't necessarily reward the effort required to produce something. It rewards the value customers perceive relative to the alternatives available to them. Competitive advantages in games increasingly have to come from things harder to replicate: community, distribution, brand/known IP, network effects, game complexity and innovation that outpaces the commoditization of your moat. GTA6, for example, has many of those advantages (notably the game is so big that AI cannot easily reproduce it). For many game developers, the basis of competition will shift away from any form of creative work that anyone can instantly copy. You will need to find a new moat. That doesn't mean you shouldn't make games. Now is the best time to do so with AI making it so cheap and affordable. But think about how you can develop a moat for your game that isn't based on assets or design that cannot quickly/easily be copied. This could be, for example, forming a copyright around unique IP that you can use to do takedowns. Generic fish and visuals do not work. Unique fish and visuals do. Even the influencer who first generated Tung Tung Tung Sachar, the AI-made Brainrot, gets his pound of flesh from Roblox games trying to use the character.
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Last night I used an agent (@bot) to transfer 8 domains I have across two different registrars, cancel old hosting plans, and centralize everything to @Cloudflare. A menial task that I had been putting off for years, done in less than an hour. I love the future.
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Bennethon retweeted
I always hoped we would get robots, flying cars, that drive themselves, computers you can talk to… but one thing I never saw coming was how bitchy people would be about it.
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Big website redesign just dropped bennethon.com/
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Sneak peek at BENNE, a new experimental point-and-click adventure game engine I'm building, complete with its own VS Code editor! Building this has been a lot of fun. Hoping to release it soon! #indiedev #pointandclick
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Unfortunately I was there to watch that one and only airing in 1996. I was 13 years old. I’ve never been able to get it out of my mind.
"Home" is still the most unhinged piece of television to ever air on network TV. Fox ran it ONCE in 1996, received a wave of complaints, and straight up banned it from re-airing. Absolute nightmare fuel from start to finish.
Readers added context they thought people might want to know
The X-Files episode "Home" aired on Fox in 1996 and was not rerun on the network for three years amid controversy, but it was rebroadcast in 1999 and is not banned. It is available to stream for free on Pluto TV. pluto.tv/us/shows/the-x… nytimes.com/2015/10/30/art… imdb.com/title/tt075113…
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Bennethon retweeted
it's weird we're saying things like <model> solved math problem a person solved it
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People should do less first-principles thinking and instead read more.
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Finally rolling up my sleeves and learning ComfyUI. Once I get going with it, it's not as intimidating as it seems. Now to figure out how to train a LoRA!
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Bennethon retweeted
favorite reminder for creatives, by Björk
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On Omarchy, with agents, I have set up services on my local machine to: - generate images - generate video - generate voiceover - generate SFX - generate music - LLM chat - LLM code agents And a custom plugin UI to start/stop all these services as I want.
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Why pay for another subscription ever again?
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Love this
Made with Claude Opus 5.5. The fearmongering about AI always makes us forget that NOTHING WENT FOOM, as was always predicted. Send this to your doomer friend who has a very high P(Doom). Accelerate.
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