And when they do, this is what we get:
There's been a lot of good indie games recently (Queen's Domain[0] being a recent example that's taken off) but I don't know of any which are using an AI-coded engine or use AI-generated assets extensively.
[0] https://store.steampowered.com/app/1799840/Queens_Domain/
Just recently, someone used AI code to fix a Unity engine bug and hand-wrote the rest, and it still caused a huge uproar. It's a world where honestly disclosing that you used AI code is not a good idea.
[0] https://www.unrealengine.com/developer-interviews/meccha-cha...
What does "from scratch" even mean when using an LLM trained on existing assets, music, art and code? Why even bother with that parenthetical? No one believes an LLM creates ex nihilo like God.
Show me the AI generated game that's superior to Balatro, or Hades, Or Undertale/Deltarune? Cult of the Lamb? Expedition 33? Factorio? Kerbal Space Program? Ultrakill?
It not being easy means it requires actual effort and skill, and effort and skill are where the quality comes from. No one is ever going to care about whatever vibe-coded slopfest you had Claude shit out over a weekend. Being able to make low quality low effort shit quickly is not better.
Indie games didn't get THIS good because of Unity and Godot, if you think that you're deluding yourself.
I've done amateur and professional game-dev and Unity and Godot existing don't make making an FPS any easier than before, engines have existed for a long time.
A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.
This is only possible with AI.