From  https://x.com/jsnnsa

I’ve written 250k+ lines of game engine code. Here’s why Genie 3 isn’t what people think it is: World models are something genuinely new. A third category of media we don’t have a name for yet. Near-term they’re too slow and expensive for consumers. But for training robots? Incredible. Simulating a million kitchen scenarios is exactly what embodied AI needs. Medium-term is where it gets interesting. Add sound generation, longer context, more control and you have something Netflix should be terrified of. Imagine exploring Westeros between seasons. Wandering the Stranger Things universe. That’s a real product, and it’s coming. But that’s interactive storytelling. Gamers play because it’s fun to get better at something. Progression systems. Mechanical mastery. Nostalgia, where things work exactly how they always worked. They sink months into a single title. Years. And here’s the thing: they mostly don’t care about graphics or narrative. Every single one of these motivations sits at the exact weak spot of world models. Games require determinism. Multiplayer needs every client to agree on physics, every frame. Speedrunners need frame-perfect consistency across thousands of attempts. Competitive play needs rules that don’t drift. You can’t have ranked when reality is probabilistic. World models are competing with passive media. Long-term, they’ll probably eat the renderer. Generating pixels instead of rasterizing triangles. But game logic, systems, authored constraints? That’s a different problem entirely. And one perfectly suited to codegen agents.