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Re:Fable 5.2 one-shotted my nephew's dream game by resters on Monday November 09, 2026 @09:52PM (#50435496)
"one-shotting" is fun for a low (human) effort toy, but it's a mistake to get overly hung up on LLMs getting everything right on the first try, since a lot of that is the harness and the internal prompting that makes it burn extra tokens to test everything to get it in that one "shot" (ui turn).

While it's nice that LLMs are getting better at arriving at the desired deliverable with fewer surprises (or broken things) doing it is not necessarily a sign that the model is actually smarter, just an indication that what you are doing is likely a well-trodden path for the model, the RL and the harness.

Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Monday November 09, 2026 @10:08PM (#50435591)
But for how long?

I have a personal benchmark suite that runs a bunch of difficult algorithmic problems in 3 tiers: vibe coded prompt (just a few sentences), vibe coded prompt plus a description on what the solution will be evaluated on, and finally a fully specc'd prompt that leaves little space for interpretation.

The current Fable models are approaching a level where the -eval runs perform systemicallty better than the "clear spec" runs. (And right now its just Fable 5.1 and Opus 5.5 that behave so well, all the other models I tested - all the OpenAI and the leading Chinese models - work better with clear specs). I'd encourage everyone to experiment a bit; I am running my serious workflows with labourious force-me-through-all-the-design-questions mode, whereas my hobby projects, some of them hard, I am trying to see how much I can get away with with vibe-grade prompts. My conclusion is, with Fable its starting to look like what Vibe coding was promissed to be a year ago - a magical box that generally does things very well.

Btw, congrats to the OP -- the game is enjoyable and I played a few levels. I dont remember when I last played any games for more than 5 minutes. Good stuff.

Re:Fable 5.2 one-shotted my nephew's dream game by everforward on Monday November 09, 2026 @10:37PM (#50435767)
My experience has been that cruft accumulates and creates back pressure via growing token usage.

The APIs aren’t clean, which creates indirections to other parts of the codebase to check on leaking abstractions. It doesn’t learn, though, so you pay for those indirections every time (right now, anyways).

I’ve not been impressed with its ability to clean that up with a generic “make it gud” kind of prompt. I have to point it at something crufty, but it will fix it then

Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Monday November 09, 2026 @11:30PM (#50436080)
I agree, but for some projects, that first vibed version is just about good enough and becomes the final version. I have a few things like that and it was nice not to have to bother.

For work stuff, I don't dare 'vibing' anything, and force myself through torturous design cycles and regular refactoring runs. But thats serious stuff with hundreds of thousands of users.

Btw. Fable 5.2 seems to burn through tokens with gusto. I ran my benchmark suite on it, added a complex feature to a hobby project (a gothic cathedral designer), and voila, 2 resets gone.

Re:Fable 5.2 one-shotted my nephew's dream game by vwolf on Tuesday November 10, 2026 @12:43AM (#50436525)
Which effort level did you use for that? (Will do my own tests with fable today)
Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Tuesday November 10, 2026 @01:58AM (#50436966)
Xhigh for starters. Running the mediums for comparison now.
Re:Fable 5.2 one-shotted my nephew's dream game by everforward on Tuesday November 10, 2026 @07:25AM (#50439340)
I think one-shorting avoids some of it because most of the project should still be in context.

I’ve noticed because I’ve been doing Clojure and turns are taking notably longer due to unit tests because it doesn’t really grok its own system anymore. It is like 20k LoC at this point with unit tests lol

Re:Fable 5.2 one-shotted my nephew's dream game by threecheese on Tuesday November 10, 2026 @07:40AM (#50439505)
I've been searching for the right term for this; you've nailed it: back pressure.

Whether the "cruft" is test accumulation, multiple conflicting architecture approaches, a bazillion ADRs/"laws", or just pure code sprawl, the outcome is token and time waste which gets worse as it compounds. And it compounds quickly.

I've tried automated code review through multiple lenses, more ADRs, instructions out the wazoo, but at the end of the day I just cannot figure out how to replicate the "through-line" consistency that responsible humans who need to maintain a system generally create.

Of course, most software projects do eventually fall victim to this same problem and need to be rewritten, but it takes place on the order of years, and by the time you need a rewrite the business has changed enough to demand one anyway. But with AI-owned products, this can happen in days or months.

Re:Fable 5.2 one-shotted my nephew's dream game by everforward on Tuesday November 10, 2026 @10:04AM (#50441399)
I’ve been going sort of hybrid and using more targeted prompts. I skeleton the API most of the way and have the LLM fill it in and implement. This is at the code level, not the HTTP API.

Most of the time, anyways.

It keeps me in the code enough to feel the friction of bad APIs but high enough that I’m not reviewing every line of code.

I also try to scope my reviews to only the intersections between systems (SQL schema, library APIs, CLI flags, etc).

I’ve got nothing on the tests. Mine writes a million of them. Some are brilliant, some are stupid.

Like it once did TDD by storing transformations to the same base object in a list rather than specifying the whole object. Clever.

The very next test was an arity test to make sure it threw errors if you gave the function the wrong number of arguments. In a webapp, not a compiler or something. Stupid. Do not unit test the language’s runtime lol

Re:Fable 5.2 one-shotted my nephew's dream game by tharkun__ on Monday November 09, 2026 @10:45PM (#50435804)
I definitely remember a game I played for more than 5 minutes recently. A lot of those were not AAA(A) games but rather indie or previously-indie-now-got-a-publisher-to-notice games. None were "AI one shots" that just built something that looks like a re-skinned version of "Teenage Mutant Ninja Turtles: Shredder’s Revenge", which I'm sure is pretty abundant in training data? And that was a great game btw!
Re:Fable 5.2 one-shotted my nephew's dream game by onion2k on Tuesday November 10, 2026 @02:08AM (#50437027)
But for how long?

The process of using AI to create things changes how you evaluate the quality of what's generated, so really the answer is "until you accept the output first time."

That's a combination of AI improving and your standards changing.

Re:Fable 5.2 one-shotted my nephew's dream game by tomgp on Tuesday November 10, 2026 @03:08AM (#50437434)
That’s astute. I’ve increasingly felt over the last few months that people just don’t particularly value quality. The bar for most people is much lower than professionals (in whatever domain).
Re:Fable 5.2 one-shotted my nephew's dream game by aenis on Tuesday November 10, 2026 @11:19AM (#50442484)
They also change because of (1) how cheap things have become and (2) how easy it is to iterate. If I paid $500k for an app from a good dev team, I will worry that anything I don't declare a bug won't ever get fixed, or will cost me dearly. If I get the same app for $300 in tokens and 2 days of someone's work, I am fine with what I am not sure about. It will cost me next to nothing to keep iterating it until I am satisfied.
Re:Fable 5.2 one-shotted my nephew's dream game by onion2k on Tuesday November 10, 2026 @11:33AM (#50442682)
It will cost me next to nothing to keep iterating it until I am satisfied.

Or you'll never get something you're satisfied with...

Re:Fable 5.2 one-shotted my nephew's dream game by vkgcr on Tuesday November 10, 2026 @07:11AM (#50439195)
If you accept that you can one-shot any game, it means that you can one-shot anything. So essentially AGI.

To answer your question : I don't know, but probably not in the foreseeable future.

Re:Fable 5.2 one-shotted my nephew's dream game by tty456 on Monday November 09, 2026 @10:23PM (#50435680)
But one shot prompting does not mean one shot testing. I see continually that Fable can design and test prototypes before committing to a design goal and testing multiple layers until the goal is reached. Many of the tests are code unit or integration tests that can be re-used without token spend.
Re:Fable 5.2 one-shotted my nephew's dream game by locknitpicker on Tuesday November 10, 2026 @01:16AM (#50436715)
> "one-shotting" is fun for a low (human) effort toy, but it's a mistake to get overly hung up on LLMs getting everything right on the first try, since a lot of that is the harness and the internal prompting that makes it burn extra tokens to test everything to get it in that one "shot" (ui turn).

I'd be more specific and state that these models are now way far from being LLMs and instead they are full blown agent orchestration systems capable of running multi-layer ReAct loops and tool-calling, and with your whole session history as context. It doesn't make any sense to refer to them as glorified chatbots as the LLM part is nowadays far from being the component that delivers the highest value.

Re:Fable 5.2 one-shotted my nephew's dream game by Conscat on Tuesday November 10, 2026 @01:23AM (#50436767)
These agent swarms with harnesses are certainly more than just an LLM, but the LLM is certainly the integral part that delivers the most value. Without it, there is no AI.
Re:Fable 5.2 one-shotted my nephew's dream game by locknitpicker on Tuesday November 10, 2026 @01:54AM (#50436945)
> Without it, there is no AI.

With a LLM alone, all you have is a stateless chatbot. If you increase the parameters of the LLM by a few orders of magnitude, you still have a stateless chatbot.

If you start with an anaemic LLM and run it with a ReAct loop and tool-calling, you now have something you can use to do agentic coding and RAG-like capabilities.

There's a reason why relatively small open weights models are starting to perform on par and even outperform models that need a huge datacenter to run.

Re:Fable 5.2 one-shotted my nephew's dream game by spider-mario on Tuesday November 10, 2026 @04:41AM (#50438010)
They are?
Re:Fable 5.2 one-shotted my nephew's dream game by locknitpicker on Tuesday November 10, 2026 @06:05AM (#50438611)
> They are?

Yes. Feel free to check recent benchmarks from the likes of OpenRouter

Re:Fable 5.2 one-shotted my nephew's dream game by spider-mario on Tuesday November 10, 2026 @07:44AM (#50439558)
Which ones, and which models? https://openrouter.ai/benchmarks/gpqa-diamond shows Kimi K3.1 (not small) roughly on par with Gemini 3.7 Flash. I see no coding benchmark there that could substantiate your claim, and it doesn’t match my experience either, so I’m curious what you are basing it on, but you’re leaving the onus on me to prove you right.
Re:Fable 5.2 one-shotted my nephew's dream game by vanviegen on Tuesday November 10, 2026 @01:54AM (#50436941)
> as the LLM part is nowadays far from being the component that delivers the highest value

Yes it is. The rest of the agent could basically be a while loop, a two sentence system prompt and a shell invocation, and it would still work reasonably well.