Johannes Cortez · Prom13us

The retrofit trap

Sitrep gameplay still: five-agent tactical interface

A common mistake I see with “AI-native games” is starting with a game clearly made for humans, then finding somewhere to put a model.

Make the NPC talk longer. Generate more quests. Add a chatbot. That is Yamcha wearing a scouter and calling himself Vegeta.

You might get a good feature. You probably did not create a new game.

At Prom13us we start with a different question: what becomes playable when agents can see, plan, coordinate, mess up, and act on their own?

That changes the interface and what being good at the game even means.

Mochi is not glued onto a finished game. We design around agents from day one.

More from Johannes Cortez · The next generation of games · Sitrep field notes