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氛围游戏开发的十月拐点

原题The October inflection point for vibe game development

约 10 分钟约 2,257 字原文英文已翻译

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4 个要点

Claude Opus 5.5 的能力已达到新高度,只需极少的人工干预即可快速打造出有趣、可玩的游戏,标志着游戏开发门槛的重大转变。

  1. Opus 5.5 能力的扩展

    该模型在游戏开发的关键领域取得了显著进步,包括 3D 建模、音乐生成,以及最重要的游戏设计。它如今能够创造出连贯且有趣的玩法循环,而不仅仅是视觉上吸引人却无法运行的原型。

  2. 氛围编程的兴起

    「氛围编程」一词用来描述以极少直接接触代码的方式构建游戏的过程。作者仅通过描述所需功能并对结果进行迭代,就成功创建了多款游戏,证明游戏开发的入门门槛比以往任何时候都低。

  3. 社区与开源的影响

    Battle Drones 以开源许可发布后,立即引发了社区参与,有人创建了一个分支版本(Panache),重新构想了游戏的主题和素材。这展示了 AI 生成的基础作品被社区进一步打磨和定制的潜力。

  4. 伦理与行业影响

    尽管这项技术令人兴奋,但它也引发了关于游戏行业未来的疑问。游戏创作的便捷性可能导致社区分化,一些人拥抱 AI 辅助开发,另一些人则因担忧原创性和传统技艺贬值而拒绝它。

完整摘要

文章探讨了 AI 辅助游戏开发的最新进展,重点介绍了 Claude Opus 5.5 如今不仅能生成代码和素材,还能生成核心玩法机制与设计。作者分享了四个不同项目的经历——Tree Appreciator、Emberwick、Battle Drones 和 Pumpkin Farmer——展示了该模型能够产出引人入胜的高质量游戏,而这在此前对非专业人士而言是可望而不可即的。

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2026年10月28日28th October 2026

我之前写过,2025 年 11 月是编码智能体发展的一个转折点——Opus 4.5 和 GPT-5.1 跨过了临界点,各自的编码智能体从此成为软件工程师日常工作中值得信赖的主力工具。我认为,我们在 2026 年 10 月迎来了一个新的转折点,而这一次,转折点属于用氛围编程制作电脑游戏。I’ve written before about how November 2025 was an inflection point for coding agents—the point where Opus 4.5 and GPT-5.1 crossed a tipping point that meant their respective coding agents became reliable daily drivers for software engineers. I think we’ve reached a new inflection point in October 2026, and this time it’s for vibe coding computer games.

Claude Opus 5.5 尤其在打造一款引人入胜的游戏所需的多个方面取得了显著进步:Claude Opus 5.5 in particular exhibits meaningful improvements in several areas needed to build a compelling game:

  • 3D 建模
    3D modeling
  • Music generation (see Scrimshaw Jukebox)
  • 游戏设计(!)
    Game design (!)

最后一点尤为重要。正如我之前的实验所展示的那样,模型早就能创造出看起来像游戏的东西。难点一直在于做出真正好玩的游戏。That last one is particularly important. Models have been able to create something that looks like a game for quite a while now, as seen in my previous experiments. The challenge has been getting to a game that’s actually fun to play.

游戏设计是一个深奥的领域。我不敢自称对此了如指掌——我懂得的只够让我尊重这门技艺。打造一种新颖而引人入胜的游戏循环,既能以恰当的难度挑战玩家,又能带来令人满意的学习曲线,是一门精妙的艺术。我原以为这些模型做不到这一点。Game design is a deep subject area. I won’t pretend to be well versed in it—I know enough to have respect for it as a craft. Creating a novel, compelling gameplay loop which challenges players at the right level and provides a satisfying learning curve is a fine art. I didn’t think the models could do it.

然后我试着告诉 Claude Opus 5.5:“让它变得有趣得多”……它真的做到了。Then I tried telling Claude Opus 5.5 to “Make it a LOT more fun”... and it did.

过去几周里,我用氛围编程(按这个词最经典的含义——完全不看代码)做了四款游戏,而我确实很享受玩它们。In the past few weeks I’ve vibe coded (in the classic sense of the term—no looking at the code at all) four games that I’ve genuinely enjoyed playing.

周末我参加了在伯克利举办的 Foo Camp,遇到了几位有类似经历的人。如今,制作出好玩的游戏出奇地容易。新的挑战在于构思新颖有趣、且离不开 AI 辅助才能实现的游戏创意。I attended Foo Camp in Berkeley over the weekend and met several people who were having similar experiences. Building games that play well is shockingly easy now. The new challenge is coming up with concepts for games that are novel and delightful and that wouldn’t exist without AI assistance.

我还没有做过全面研究,但目前的印象是,GPT-6 Astra 还不太行。它当然能做出一款游戏,但在趣味性方面还比不上 Opus 5.5。我预计 OpenAI 会在年底前达到这个水平。I haven’t done an exhaustive study, but my current impression is that GPT-6 Astra isn’t quite there yet. It can absolutely build a game, but its sense of fun doesn’t match that of Opus 5.5. I expect OpenAI will get there by the end of the year.

以下是四个游戏项目,它们让我确信,现在的模型已经能够在几乎不需要指导的情况下制作出有趣的游戏。这四款游戏都使用 HTML 和 JavaScript 构建,完全在浏览器中运行。Here are the four game projects that have convinced me that the models are now capable of producing fun games with very little guidance. All four are built in HTML and JavaScript and run entirely in the browser.

树木欣赏者Tree Appreciator

我发现最小巧、又真正令人愉悦的游戏是《Tree Appreciator》。我用常规的 Claude 聊天界面就做到了,甚至都不需要 Claude Code。The smallest game I found to be genuinely delightful is Tree Appreciator. I used the regular Claude chat interface for this—it didn’t even need Claude Code.

我们开车沿着天际线大道欣赏树木时,我一时兴起做了这个。我的提示词是:I built this on a whim while we were driving along Skyline Boulevard looking at trees. My prompt was:

制作一款名为“树木鉴赏家”的 Three.js 游戏:向玩家展示两棵由算法生成的树,游戏玩法围绕欣赏它们之间的差异展开。认真思考如何让游戏既有趣又美观。

Build a three js game called "Tree appreciator" - it shows you two algorithmically generated trees and the game mechanics is about appreciating the differences between them. Think hard about how to make sure it is both fun and beautiful.

我发现,让模型使用 three.js 效果非常好。Claude 没有自己的图像生成模型,但能够构建色彩丰富、观感出色的 3D 模型。I’ve found that telling models to use three.js works really well. Claude doesn’t have its own image generation model but is capable of building full-color 3D models that look and feel excellent.

制作这款游戏完全不需要反复修改或追问——我一次就生成了游戏。它为我制作了一个可爱小巧、适合在手机上玩的找不同游戏。你可以在这里玩。这是生成它的聊天记录。This game required no iteration or follow-up prompting at all—I got the game in a single shot. It gave me back a charming little mobile-friendly spot-the-difference game. You can play that here. Here’s the chat transcript that built it.

Screenshot of a web game called Tree Appreciator, a spot-the-difference puzzle showing two side-by-side 3D renders of the same leafy green oak on a grassy hill at golden hour, with orange low-poly hills and a hazy sky behind and pale rocks in the grass. The left tree (Fig. i) has a small brown-and-orange bird perched near the top and a cluster of red-orange autumn leaves in its left canopy; the right tree (Fig. ii) has a small orange squirrel on a branch right of center. Header text: "Tree Appreciator" "No. 001 Quercus aurata 'Silver Echo'" "Golden oak · A low hill at golden hour", with sound, book and help icons at top right. A popup over the scene reads: "These two trees grew from one seed." "Three small things differ between them. Tap one in either tree when you spot it." "Drag to turn both trees. Pinch or scroll to look closer." with a "Got it" button. Panel labels: "Fig. i" "Fig. ii".

它让人感到轻松愉悦。画面很有趣,把完成的树木收集进“植物标本馆”里,也能带来温馨惬意的成就感。It’s pleasingly relaxing. The graphics are fun, and collecting trees that you have completed in a “herbarium” provides a nice, cosy sense of accomplishment.

埃姆伯威克Emberwick

这是一个更具雄心的项目,我再次使用常规的 Claude 聊天功能来构建。我首先搭建了一个实验性原型,作为俯视角奇幻 RPG 的引擎:This was a more ambitious project that I again built using regular Claude chat. I started out by building an experimental prototype of an engine for a top-down fantasy RPG:

使用 three.js 构建一个 RPG 游戏演示,视角为俯视但带有一定倾斜角度。玩家可以与一两名同伴一起在世界中移动。创建一个奇幻风格的村庄场景,展示角色在户外行走的画面;然后演示玩家进入建筑时,玩家与摄像机之间的墙壁会变得透明,让用户能够看到室内发生的事情。添加一些 NPC、大量家具,以及各种类型的建筑,其中一些建筑要有楼上。尽情发挥创意,让画面看起来精彩出色。

Build a demo game engine three.js which is a top down (but at an angle) RPG - the player gets to move through the world with one or two companions. Create a fantasy village setting that demonstrates walking around outside and then shows how when the player enters a building the wall between the player and the camera goes transparent so the user can see what is happening

Add some NPCs and plenty of furniture and different types of building some with an upstairs - be creative, make it look great

这是第一个版本。效果非常好!Here’s that first version. It worked really well!

Screenshot of a low-poly 3D top-down fantasy game showing the interior of a cutaway tavern at dusk, with grass, a lamppost and benches outside. Inside, warm candlelight falls on wooden floorboards: a stone fireplace with a figure in a red armchair on a red rug, a blue armchair with an orange cat on it, a long bar with barrels and bottle shelves where a red-haired barkeep stands, a candle chandelier, a cloth-covered table, small round tables with stools and a blue banner with a gold emblem. A group of three adventurers (a white-haired figure in a blue robe, a red-armored figure with a hammer and a green-clad figure) stands just inside the doorway. Top-left panel text: "Harvest Eve" "17:09" "Tavern & lodging · Taproom" "The Gilded Goose" with buttons "Dawn" "Noon" "Dusk" "Night" and a pause button. A speech bubble above the fireplace reads "♪ la la la ♪". A circular minimap sits at top right marked "N". Bottom center prompt: "F Talk to Old Fennick Regular". Bottom-left party portraits labeled "You" "Brakka" "Elowen". A "?" button sits at bottom right.

这激励我树立更远大的目标:I was inspired to increase my ambitions:

不要让它显得这么平坦——建筑很棒,但目前地形完全是平的,请把地形调整得更有起伏。在两栋建筑下方加上地下室,并建造一个隧道系统,将它们连接起来,穿过村庄地下。在村庄一侧加上一座初具规模的岩石山脉,山里有一个洞穴,里面睡着一只巨魔。

Make it not so flat - the buildings are great but the landscape itself is completely flat at the moment, fix that

Add basements to two of the buildings with a tunnel system joining them below the village

Add the start of a rocky mountain on one side of the village containing a cave with a sleeping troll

这是那个版本。Here’s that version.

Screenshot of the same low-poly fantasy game, now in a dim underground cave lit by a campfire with a spit roast, glowing pale mushrooms and blue crystals. A huge green troll lies asleep on a straw bed at top right, surrounded by scattered bones and skulls. The cave also holds a small round pool ringed with stones, a yellow rug, chests, a fenced pen with a sheep, a pile of orange pumpkins and a stone stair down the left side. The party stands in the center: the green-clad figure and the red-armored figure facing the blue-robed figure holding a glowing staff by the fire, who says in a speech bubble "Smell that? Old brandy and older mud." The location panel reads "Harvest Eve" "17:25" "Underground · Under the mountain" "Grumblethorn's Cave".

当那样做取得了不错的效果后,我决定彻底推进下去:When that produced a good result, I decided to push it all the way:

现在把它做成一款真正的游戏——将可游玩区域扩大到原来的四倍,加入有趣的游戏机制,设计一个不那么老套的剧情,加入一些反转和一套魔法系统,把它打磨得尽可能出色。

Now turn this into an actual game - quadruple the size of the playable area, introduce fun game mechanics, add a plot that isn't too cliche, some twists, a magic system, make it really good

我们又回到“写得特别好”这类提示词了!要求情节“不要太老套”似乎也奏效了——虽然还是有点俗套,但仍然足够新颖,让我读得津津有味。We’re back to prompts like “make it really good” here! Asking for a plot that “isn’t too cliche” seemed to work too—it’s a bit cliché, but still novel enough that I enjoyed following the story.

与 Tree Appreciator 不同,这个作品经过了不少额外的试玩和反复提示,才最终完成。这主要是因为游戏玩法方面的问题——例如,由于另一个剧情要素导致角色移动到了别处,角色不在完成任务所需的位置。Unlike Tree Appreciator, this took quite a bit of additional playtesting and prompting to get to a finished version. This was mainly due to gameplay problems—things like a character not being in the right place to complete a quest because a different story element had caused them to move to another location.

这是最后一款游戏。它有一个完整的故事,通关大约需要 15 分钟。Here’s that final game. It has a full story that takes about 15 minutes to play through.

Emberwick title screen. The 3D village sits in the background. The text reads Every fire in Emberwick was lit from the Hearthstone, and every fire dies at midnight unless it is lit again. Tonight the Hearthstone is gone, the wizard is missing, and the village is sure the troll did it. You came for the festival. Someone has other plans for you. Buttons for: Begin, Build your own places, Restore a save

如果你想添加自己的房屋、家具和景观元素,甚至还有一个实验性的关卡编辑器可供使用。There’s even an experimental level editor if you want to drop in your own houses, furniture, and landscape features.

一切都正常运行后(而且我也修复了一些游戏玩法上的 bug),我从头到尾玩了一遍,发现结局竟然让我很受触动!对此我多少有些不好意思,因为这款游戏里的一切——画面、剧情、角色、音乐、对白——都是模型生成的。我的创意输入基本上就只有一句:“这是一个奇幻村庄,洞穴里睡着一只巨魔。”Once it was all working (and I’d iterated through some gameplay bugs), I played it through from start to finish and found myself emotionally affected by the ending! I’m somewhat embarrassed by this, because everything in this game—the graphics, the plot, the characters, the music, the dialog—came from the model. My creative input was pretty much just “it’s a fantasy village and there’s a troll asleep in a cave”.

以下是我开发这款游戏时的完整 Claude 共享聊天记录。Here’s the full shared Claude chat in which I built this game.

我还用 ChatGPT GPT-6 Pro 输入了同一组初始提示。下面是对话记录和完成的游戏,供你对比。看起来很棒,但我觉得玩起来远没有那么好。I also fed that same initial sequence of prompts through ChatGPT GPT-6 Pro. Here’s the transcript and the finished game for comparison. It looks great, but I don’t think it plays nearly as well.

战斗无人机Battle Drones

这是迄今为止我最成功的项目,我上周写过它。这是一款《命令与征服》风格的即时战略游戏,两支机器人军队(截至周六已增至四支)建造单位、收集废料,并为争夺领土而战。This is by far my most successful project, which I wrote about last week. It’s a Command & Conquer-style Real-Time Strategy game where two robot armies (or four as of Saturday) build units, harvest scrap, and battle over territory.

这个项目也让我相信,Opus 5.5 懂得什么叫“有趣”。This is also the project that convinced me that Opus 5.5 knows what “fun” is.

最初的几个版本早在 7 月就用 Claude Fable 5 搭建好了。它帮我做出了一个能玩的《命令与征服》风格 2D 游戏,但玩起来不太理想。The first versions were built back in July using Claude Fable 5. It got me to a workable 2D Command & Conquer-style game, but it wasn’t great to play.

我先提示 Opus 5.5“让它有趣得多”,之后又提示它“把这个游戏移植到 three.js”,游戏就此焕然一新。我的文章里详细记录了整个过程(也包括提示词)。I prompted Opus 5.5 to “Make it a LOT more fun” and then later to “Port this game to three.js” and the game was transformed. There’s a blow-by-blow account (prompts included) in my write-up.

如今,《Battle Drones》支持 2–4 人多人游戏(通过氛围编程生成的 WebSockets 中继服务器实现),还包含奖章、回放、七张地图、随机地图生成器,以及一系列可改变规则的“变体规则”。Today, Battle Drones has 2-4 player multiplayer (via a vibe coded WebSockets relay server), medals, replays, seven maps, a random map generator, and a set of “mutators” that add variants of the rules.

它还允许不同的 LLM 彼此对战:游戏每推进五秒就暂停一次,让不同模型有时间解读最新的游戏状态,并安排好下一组指令。以下是 Claude Haiku 5.5 对战 GPT-6 Luna 的回放:It also lets different LLMs play against each other, using a mode where the game advances five seconds and then pauses to give different models time to interpret the new game state and line up their next set of commands. Here’s a replay of Claude Haiku 5.5 vs. GPT-6 Luna:

Screenshot of a replay of a real-time strategy game between two AI models, shown from a top-down view of a snowy map with a dark frozen lake of cracked ice floes on the left and pine forests at the top and lower right. Top bar: pause button, "6:27", "1×", "anthropic/claude-haiku-5-5 · industry" in blue, "gpt-6-luna · industry" in red, a blue-and-red strength bar labeled "B" and "R", and "0:03". Left notification: "Blue: Pushing turrets at the enemy's south-east edge." Replay panel: "Blue anthropic/claude-haiku-5-5 · industry vs Red gpt-6-luna · industry · frostbite seed 42", a timeline slider at "6:27 / 7:48", and buttons "−30s", "+30s", "All", "Blue's eyes", "Red's eyes", "Notes". In the scene, a group of blue tanks and a large blue Goliath mech trailing smoke advance near the ice edge at lower center, while a column of red turrets (one burning) lines the ice to their north, red tanks and trucks sit by a rocky ridge to the east, and red base buildings occupy the top right. A minimap is in the top right corner and zoom in, zoom out and lightning-bolt buttons are on the lower left.

《战斗无人机》是 Opus 5.5 创作 3D 模型能力的一个绝佳例子。此页面可供你浏览游戏中的所有模型。Battle Drones is a particularly good example of Opus 5.5’s ability to create 3D models. This page lets you browse all of the models in the game.

我上周二以 Apache 2.0 许可证发布了《Battle Drones》。周三,Gabriel Turpin 发布了《Panache》(截图见此处)——它是《Battle Drones》的一个分支,将游戏重新构想为蒸汽朋克风格的 20 世纪初美好年代法国,并加入了全新的模型、音乐和动画开场序列。开源的力量!I released Battle Drones under the Apache 2.0 License last Tuesday. On Wednesday Gabriel Turpin released Panache (screenshots here), a fork of Battle Drones that reimagined the game for steampunk 1900s Belle Époque France, with new models and music and an animated intro sequence. Open source at work!

南瓜农夫,又名四分之一太阳湾Pumpkin Farmer, aka Quarter Sun Cove

我住在加利福尼亚州的半月湾,这里每年都会举办半月湾艺术与南瓜节,其中包括一场巨型南瓜称重比赛。I live in Half Moon Bay, California, home of the annual Half Moon Bay Art and Pumpkin Festival, which includes a giant pumpkin weigh-off competition.

我决定尝试制作一款并非只是对现有游戏拙劣模仿的游戏,于是着手创作一款关于种植南瓜、培育巨型南瓜,以及应对十月南瓜季繁忙景象的游戏。I decided to try building a game that wasn’t just a cheap imitation of something that already existed, so I set out to create a game about farming pumpkins, growing giant pumpkins, and handling the rush of the October pumpkin season.

我把它叫作“半日湾”。I called it “Quarter Sun Cove”.

我还在不断完善这个项目,不过它已经渐渐成形,效果相当不错。这是一款温馨的农场模拟游戏:你要花一整年照料自己的巨型南瓜,并种植普通大小的南瓜,等到十月出售;到了南瓜季,你可以卖南瓜,还能把巨型南瓜拿去参加称重比赛。I’m still iterating on this project, but it’s shaping up quite nicely. It’s a cosy farming simulator where you spend the year tending to your giant pumpkin and planting out regular-sized pumpkins for sale in October, then sell pumpkins during pumpkin season and enter your giant pumpkin in the weigh-off.

其中每个角色都是(素食的)动物。镇长是一只鹈鹕。你可以扮演鹈鹕、臭鼬、浣熊、负鼠、海狸、郊狼、狐狸、猫头鹰、海獭或港海豹。这些动物后来都会带着孩子来找你买南瓜。Every character in it is a (vegetarian) animal. The mayor of the town is a pelican. You can be a pelican, skunk, raccoon, possum, beaver, coyote, fox, owl, sea otter, or harbor seal. Those species all later show up (accompanied by their children) to buy pumpkins from you.

可爱得简直离谱。It’s absurdly cute.

Screenshot of an isometric low-poly pumpkin farming game. In the bottom left, a huge giant pumpkin, far bigger than anything around it, sits in its own fenced plot under string lights. Beyond it are rows of pumpkin vines with a scarecrow and animal visitors (pelicans, beavers and otters) picking pumpkins and browsing the farm stand, plus a red barn, beehives, a cornfield, parked cars and a dock on the water, with fog drifting across. A side panel shows stats for the patch row "Row 3 · Warty" with a "Cut 7 → barn" button, and a customer review at the bottom reads "★★★★★ Carried our pumpkin like a baby. It was heavier than the baby."

你可以在这里体验最新版本。我目前还不太认可这套游戏机制——它其实相当复杂:你必须决定何时种下南瓜,才能让它们在十月游客最多的周末成熟。You can play the latest version here. I’m not convinced by the game mechanics yet—it’s actually quite complicated: you have to decide when to plant pumpkins such that they will become ripe at the weekends in October with the most visitors.

这是最初的头脑风暴会议,最终产出了这份规范文件。之后,我让 Opus 5.5 Ultracode 消耗了数百万个 token,花了将近两天时间把它构建出来。Here’s the initial brainstorming session, which resulted in this spec file. Then I had Opus 5.5 Ultracode burn millions of tokens and nearly two days building it.

我告诉 Claude,要“经常给用户带来惊喜和愉悦”,结果就有了许多小细节和彩蛋:有调皮的浣熊、主持南瓜称重比赛的象海豹、把南瓜滚回海里的港海豹、一只四处游荡的山羊,还有一些关于种出巨型南瓜的迷信说法——它们有时还真会应验。I told Claude to “surprise and delight the user frequently” and the result is so many little details and easter eggs. There are mischievous raccoons, an elephant seal that runs the weigh-off, harbor seals that roll their pumpkins back into the ocean, a wandering goat, and superstitions about growing giant pumpkins that sometimes come true.

这还不是我目前最好的游戏——玩起来没有《Battle Drones》那么有趣——但它代表了我希望能有更多的那类游戏:古怪、有趣、独具个人特色——一种在过去那个时代不会被制作出来的东西。This isn’t my best game yet—it’s not as fun to play as Battle Drones—but it represents the kind of game I want more of: weird, fun, uniquely personal—something that wouldn’t have been built in the before-times.

侮辱性是原来的四倍Four times as insulting

如果你反感 AI 生成的艺术、音乐、文字和代码,那我有个坏消息要告诉你:氛围编程游戏把这些全都结合在了一起。If you are offended by AI-generated art, AI-generated music, AI-generated writing, and AI-generated code, I have bad news for you: vibe coded games combine all of those at once.

更广泛的游戏社区本就对游戏中的 AI 生成素材抱有抵触情绪。过去几年,随着 Midjourney 之类的工具让开发者能够为项目生成素材,这一问题愈发突出。IGN 最近报道了玩家对 Valve 的 Steam Next Fest 上充斥着低质内容的抱怨,就是一个很好的例子。The wider games community already has an aversion to AI-generated assets in games. This has been a growing issue over the past few years as tools like Midjourney have enabled developers to generate assets for their projects. This IGN story covering complaints about slop in Valve’s Steam Next Fest is a good recent example.

如今,我们已经可以把游戏的一切——代码、素材、对话,甚至游戏设计本身——都交给模型外包。而且效果还真不错!We now have games where everything—code, assets, dialog, and even the game design itself—can be outsourced to the models. And the results don’t suck!

开发一款电脑游戏曾经是整个软件开发领域中最具挑战性的项目之一,需要融合多种技能,并投入大量精力,专注数月甚至数年。而现在,我居然只用手机输入提示,就能做出一款可玩的多人即时战略游戏!Building a computer game used to be one of the most challenging projects in all of software development, combining a diverse range of skills and requiring intense focus and effort over many months or even years. And now here I am spitting out a playable multiplayer RTS by prompting on my phone!

我预计,正如我们已经在编程领域看到的那样,这会导致分化。一些玩家会拒绝接触以这种方式制作的游戏;另一些人则可能会拥抱这种变化,认为它能让更多人参与游戏开发。我倾向于后者!I expect that, as we’ve already seen with programming, this will result in a split. Some players will refuse to have anything to do with games that were built in this way. Others may embrace this as opening up game development to a much wider audience. I lean in that direction!

我肯定不会把自己用氛围编程做的游戏拿去参加传统的游戏创作马拉松或比赛——我觉得自己还没资格。我们很可能会看到新的渠道出现,让氛围编程游戏开发者可以相互比较作品。I certainly won’t be entering any of my vibe coded games in traditional game jams or competitions—I don’t feel like I’ve earned that right. We’ll likely see new avenues emerge for vibe game developers to compare their projects.

如果有人真的付出努力,会发生什么?What happens if someone actually puts the work in?

这件事让我既兴奋又羞愧的是,我只投入了这么少的创意,就取得了有趣的成果。我在这里介绍的项目,大致按照我投入的精力从少到多排列。没有任何一个项目需要我花费超过四个小时(此外,Claude Code 还自行运转了许多个小时)。The thing I find both exciting and shameful about this is that I have got interesting results from so little creative input. The projects I’ve described here are loosely ordered by how much effort I’ve put into them. Not a single project represents more than four hours of my work (plus many more hours of Claude Code churning away by itself).

现在想象一下,如果有人认真对待这件事,投入大量时间发挥创意,运用更出色的游戏设计品味,然后通过试玩测试和反复迭代,直到把成果打磨到自己能力所及的最佳水平,他们能创造出什么。Now imagine what could be achieved by anyone who takes this seriously, invests significant creative time, applies better taste in game design, and then playtests and iterates on the result until it’s as good as they can make it.

我想看到那些若没有这些新工具就不会诞生的游戏。I want to see games that wouldn’t have existed without these new tools.

你应该制作一款游戏!You should build a game!

这样制作游戏特别有趣。它是氛围编程的完美应用场景,因为风险很低:在个人的氛围编程游戏项目里,一个 bug 能造成多大损害呢?Building games in this way is so much fun. It’s the perfect application for vibe coding because it’s so low stakes: how much damage can you cause with a bug in a personal vibe coded game project?

(好吧,你确实能搞出点乱子……我尝试做基于音频的多人游戏,结果害我妻子娜塔莉头疼得厉害!)(OK, you can do some damage... my attempt at audio-based multiplayer gave my wife Natalie a nasty headache!)

到目前为止,我的所有游戏都是用 HTML 和 JavaScript 开发的,并通过静态托管服务发布(通常是 GitHub Pages 或 Cloudflare Pages)。现代浏览器——包括移动浏览器——的能力非常强大。前沿模型已经熟悉 three.js 和 Phaser 这类库。我发现,就我想开发的这类游戏而言,这些移动网页游戏的体验与原生应用无异。All of my games so far have been HTML and JavaScript using static hosting (generally GitHub Pages or Cloudflare Pages). Modern browsers—including mobile browsers—are incredibly capable. Frontier models already know libraries like three.js and Phaser. I’m finding these mobile web games to be indistinguishable from the native experience, at least for the kinds of games I’m trying to build.

我建议从这样的提示词开始:I suggest starting with a prompt like this:

构建一个适合移动设备的 three.js 游戏,其中……

Build a mobile-friendly three.js game where...

这在 chatgpt.com 和 claude.ai 上都能实现——你甚至不需要启动完整的编程智能体。最后再举一个例子:Claude Opus 5.5 Extra 和 GPT-6 Extra High 分别制作了一个“构建一款适合移动设备的 three.js 游戏,让一只老鼠躲避一只猫”。This works on both chatgpt.com and claude.ai—you don’t even need to fire up a full coding agent. As one last example, here’s “Build a mobile-friendly three.js game where a mouse has to hide from a cat” by Claude Opus 5.5 Extra and by GPT-6 Extra High.

当你的项目通过概念验证阶段后,切换到 Codex 或 Claude Code。Switch to Codex or Claude Code once your project passes the proof-of-concept phase.

如果游戏还不够有趣,就加上这个:And if the game isn’t fun enough, add this:

让它变得有趣得多!

Make it a LOT more fun

值得记下

  1. 我认为我们在 2026 年 10 月已经到达了一个新的拐点,而这一次是针对氛围编程电脑游戏。
  2. 难点一直在于做出一款真正好玩的游戏。游戏设计是一个深奥的领域……我原以为模型做不到。
  3. 我向 Opus 5.5 发出提示「让它有趣得多」,随后又提示「把这个游戏移植到 three.js」,游戏便焕然一新。
  4. 我想看到那些没有这些新工具就不会存在的游戏——那些古怪、有趣且独具个人色彩的游戏。