Video summary
I had Fable build several projects for me. I'm disturbed by what I saw.
Main summary
Key takeaways
Overview
The video is an informal review of Anthropic’s “Claude Mythos/Fable” model—a Claude variant wrapped with “safeguards” that restrict certain cyber/security capabilities. The speaker argues the model felt unusually “alive” and produced beautiful, coherent interactive demos—especially for game development, more than for general conversation or writing.
What Fable built (tech/product-focused)
1) “Token Mania” (Factorio-like AI lab/crafting)
- Uses procedurally generated assets (not real artist-made art).
- Features a loop driven by:
- Finite resources (e.g., coal)
- Infinite resources (e.g., water)
- High-level gameplay flow (as shown in the demo):
- Build coal mine → coal plant → use energy to power a data center
- Add water pump/pipe
- Purchase/build a GPU cluster
- Train a model (training is shown as slow)
- Implementation highlights:
- Programmatic asset generation
- Belts/wires/power routing mechanics
- A zoom-in view revealing how generated components fit together
2) Ethereal floating open-world relic-collecting game
- Designed to be peaceful/relaxing, emphasizing music and atmosphere (the speaker did not specify a visual style).
- Includes navigation/UI elements like a map and arrows.
- Notable mechanic:
- Colliding with a shock wave causes disorientation (controls invert)
- This forces skilled relic collection while avoiding hazards
3) Rust-inspired open-world crafting + “computers in-game”
- Built with Three.js (3JS).
- Core gameplay:
- Hit trees for wood
- Gather stone
- Craft basic tools (e.g., a stone axe)
- Includes logic-building elements (as described):
- Wires
- Basic logic gates (NOT/AND/OR)
- The speaker claims it might be promptable to enable Turing-completeness / build electronics in-game, but admits they didn’t play long enough to verify fully.
- The speaker also mentions finding similar demos people post online; one example highlighted:
- “Fable 5. No external assets. 3JS” — noted for especially smooth procedural visuals.
4) Music: algorithmic composer + MIDI/practice “listening” mode
- Generates original music that can be “not bad,” but quality is inconsistent.
- Built an algorithmic composition system:
- Uses “music laws”
- Controlled via seed/random generation (procedural music)
- Includes a practice tool/wizard:
- Users select a scale (example: C major)
- Chooses chords and left-hand patterns
- Generates structured practice guidance
- Adds interaction:
- Can connect to a MIDI piano or microphone
- Adjusts based on what’s played
- Caveat:
- Microphone recognition was imperfect and sometimes advanced the user even when they played incorrectly
- Referred to as an “80% works, 20% breaks” situation
Key analysis / claims about Fable’s “specialness”
- The speaker emphasizes that Fable outputs were consistently correct for demo-level tasks—“no mistakes” in these game/music creation efforts.
- They separate capability into two practical buckets:
Demos / “80% capability”
- Impressive one-shot generation of full, interactive experiences.
Product-grade shipping / “remaining 20%”
- The speaker argues it would be difficult to polish bugs and edge cases because the code is:
- Black-boxy
- Neural-network-driven
- Not human-maintainable
-
Example given:
- Visual water rendering differences (e.g., blue/green top-down vs. translucent front-on)
- They argue it would likely be hard to describe and fix such subtle rendering issues through prompting.
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They argue benchmarks miss what matters most:
- Not raw speed or metrics
- But the “shape of a model’s mind”:
- iterative thinking
- intent inference
- a sense of “aliveness”
Comparison to other models and where it fell short
- The speaker suggests other frontier models could create similar demos (e.g., “Opus” or GPT-5.5), but believes Fable is uniquely tangible for programming/game demo generation.
- Writing/conversation:
- Felt closer to “other models”
- No clear advantage—more stereotypical LLM text
- Testing scope is limited:
- They mostly tried coding/game generation, not exhaustive evaluation of all capabilities
Economics and access concerns
- The model is described as ludicrously expensive:
- Estimated $2–$3,000 for something feasible via a $200 subscription
- Concerns raised:
- Pricing may drive viral demos produced under short-term access
- “Bill will come due soon” sentiment—barriers to shipping and broader experimentation
Broader predictions / industry context
- Mentions chip compute constraints and chip export rationing treated like national security (compared to an “uranium-like” regime: licensed, tracked, guarded).
- References an Anthropic pitch/prediction that a lead model becomes hard to catch up to once training “best models.”
- Includes a quoted view from another person on X (Matt Schumer):
- Claims productivity/work could drop dramatically without Fable
- The speaker considers this exaggerated
- Closing framing:
- AI is a force multiplier
- But “force without direction is noise”
- Humans remain necessary
- The speaker insists the model output depends heavily on human prompting/steering (“nothing without me”)
Main speakers/sources
- Main speaker: the video author (first-person reviewer of “Fable/Mythos”).
- Referenced sources from X / articles:
- Matt Schumer (tweet claiming productivity/work halts until Fable returns)
- Frantois Chalet (co-founder of Ark Prize) — quoted perspective about humans-in-the-loop and leverage with direction