In an era where AI tools are reshaping creative industries, the recent experiment "WHAM" offers a fascinating glimpse into what happens when artificial intelligence reimagines a classic game. This AI-generated version of Quake 2, trained on the iconic 1997 first-person shooter, demonstrates both the impressive capabilities and strange limitations of current generative technologies in gaming.
WHAM isn't a traditional game but rather a series of AI-generated images predicting what should come next based on training data from the original Quake 2.
The AI demonstrates impressive spatial awareness, maintaining relative consistency when the player moves through familiar environments, but breaks in unexpected ways when pushed beyond its training.
The creator discovered fascinating quirks in the AI's "memory," including unusual responses to darkness, strange weapon switching mechanics, and unreachable areas the AI somehow learned.
John Carmack, Quake's original creator, defended AI tools as power tools that expand creative possibilities rather than threats to game development jobs.
What makes WHAM truly remarkable isn't its ability to mimic Quake 2's appearance, but rather how it reveals the inner workings of generative AI. The most insightful aspect comes from observing its failure points – when the player shoots into darkness and consistently generates a green wall, or when looking down and back up teleports them to entirely new locations.
These quirks aren't just amusing bugs; they expose the fundamental nature of how generative models work. AI doesn't "understand" games as cohesive interactive experiences but rather predicts probable next frames based on statistical patterns in training data. This explains why rare scenarios (like firing a shotgun in darkness) produce such inconsistent results compared to common gameplay situations.
This matters tremendously as we evaluate AI's role in game development. Unlike other creative mediums where AI can generate static outputs, games require consistent rules and logical progression. WHAM reveals that current AI excels at mimicking surface-level aesthetics but struggles with the underlying systems that make games function.
While WHAM itself is merely a tech demo, similar technology is already being applied in practical game development workflows