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Ethan Mollick and the Rise of Real-Time AI Worlds

·Generative AI

Ethan Mollick's Godot demo shows real-time AI character control without a game engine, and what it means for interactive media.

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Ethan Mollick, Associate Professor at The Wharton School and author of Co-Intelligence, recently shared something that caught my attention: "Playing as Godot, finally arriving. Just as Beckett intended, thanks to AI." He added an important detail that makes the whole thing click: "Yes, I am in full control of the character using the WASD keys, just like a video game - except there is no game engine." And then the kicker: the creation process happens in real time and takes "about 20 seconds."

That short post is doing a lot of work. It is a playful literature reference, a technical flex, and a preview of where interactive media is heading: experiences that feel like games, but are generated on demand rather than authored in advance.

"Just as Beckett intended, thanks to AI." The joke lands because the technology is starting to make the impossible feel casual.

What Mollick is really demonstrating

When I read Mollick's post, I do not just see a clever Godot gag. I see a proof of concept for a new stack:

  • Player input (WASD) as a continuous control signal
  • A generative model that turns that control into a coherent visual scene and character movement
  • A system that updates fast enough to feel interactive
  • No traditional game engine doing physics, animation rigs, collision systems, or scripted logic

In other words, the "engine" becomes a model, or more realistically, a pipeline of models and tools that approximates an engine's outputs.

This is a shift in where complexity lives. The old world is handcrafted assets plus deterministic runtime systems. The emerging world is lightweight runtime glue plus probabilistic generation.

Why "no game engine" matters

A normal game engine is not just a renderer. It is a bundle of assumptions about how worlds work:

  • Objects persist and have stable properties
  • Movement is governed by physics or animation systems
  • Cameras follow rules
  • Inputs map to actions via state machines

If you remove the engine, you remove the guarantee that the world will stay consistent from frame to frame. That is why Mollick's detail is so important: achieving the feeling of control without the usual machinery implies the system is learning (or faking) continuity.

In practice, real-time generative interactivity is hard because it demands four things at once:

  1. Latency low enough to feel responsive
  2. Temporal coherence so frames do not jitter into nonsense
  3. Controllability so WASD reliably produces the intended motion
  4. Stability so the scene does not rewrite itself every second

Most AI media today is great at single shots and weak at persistence. Mollick's demo suggests that gap is narrowing, at least for certain styles and constraints.

From Waiting for Godot to "playing" Godot

Mollick's choice of Godot is more than a nerdy reference. Waiting for Godot is famously about anticipation and non-arrival. Saying "Playing as Godot, finally arriving" flips the premise: the absent character becomes present because a system can conjure him, animate him, and let a human steer him.

That inversion is also a good metaphor for AI in creative work. For decades, we waited on:

  • Specialized teams to build interactive experiences
  • Toolchains that demanded deep expertise
  • Long production cycles

Now we are starting to get "arrival" moments where a single person can prototype something interactive in seconds, not months.

The creative bottleneck shifts from building assets to choosing constraints and iterating on intent.

Real-time generation changes the creative process

The line "it takes about 20 seconds" is, to me, the most strategic part of the post. A 20-second loop means you can think with the tool. That changes everything.

Traditional game development is slow because each change has downstream costs. Even small edits can require:

  • Re-exporting assets
  • Rebuilding lighting
  • Testing edge cases
  • Fixing broken interactions

Fast generation flips the workflow. You stop planning everything up front and start conducting experiments:

  • Try a different art style
  • Nudge the character design
  • Change the camera behavior
  • Add a new rule for movement

This is not just faster production. It is a different creative mindset, closer to improvisation.

The new skill is not coding, it is steering

When the "engine" is a model, your leverage comes from how well you can steer it:

  • Prompting (describing the world and boundaries)
  • Providing reference images or style anchors
  • Designing control mappings (what WASD really means)
  • Constraining randomness so the output stays playable

That last point is key. Interactive media is unforgiving. A beautiful glitch is fine in a static image. In a controllable experience, glitches break trust.

What this could mean for games and interactive media

Mollick's demo hints at several near-term directions.

1) Prototyping becomes radically cheaper

Indie creators and small teams could explore ideas that used to require studios. If you can generate a "feel" of a game quickly, you can test whether an experience is interesting before investing in full production.

2) Personalized, on-demand experiences

Instead of shipping one fixed world, you could generate worlds per player:

  • Difficulty and pacing that adapt to your behavior
  • Aesthetic styles that match your taste
  • Characters that respond to your choices in more natural ways

This is exciting, but it also raises design questions: How do you keep a story coherent if the world keeps rewriting itself?

3) New genres that are not quite games

If the system can generate scenes and react to control, you can get experiences that feel like:

  • Interactive theater
  • Dreamlike explorations
  • Playable music videos
  • Improvised narrative spaces

Mollick's Beckett nod points directly at this. The boundary between stage, film, and game becomes blurrier when the medium can be regenerated live.

The hard problems that still matter

It is tempting to watch a compelling demo and assume the rest is inevitable. But interactive AI media has stubborn challenges.

Consistency and memory

A world needs rules. If a door was on the left five seconds ago, it should still be on the left. That implies some kind of state representation that survives across frames and across time.

Safety and appropriateness

Generative systems can produce unexpected content. In an interactive context, you also have unexpected inputs. Any productization will need guardrails, content filtering, and robust handling of adversarial or accidental misuse.

Authorship and credit

If you "play" inside a generated world, who is the creator?

  • The model's trainers?
  • The tool builder?
  • The person who prompted and constrained it?
  • The person who performed inside it?

The answer is probably "all of the above," which means we will need better norms for attribution.

A quick note on why this post likely went viral

Mollick's post is short, but it hits several elements of strong LinkedIn content:

  • A surprising claim (game-like control with no engine)
  • A cultural hook (Beckett, Godot)
  • A clear, concrete detail (WASD control, 20 seconds)
  • A sense of witnessing the future in miniature

If you are trying to learn content strategy from viral posts, this is a useful template: combine a vivid demo with one or two precise facts that make the demo feel real, then let readers connect the dots.

Where I land after reading Mollick's post

I keep coming back to the phrase "just like a video game - except there is no game engine." That is the point. The interface stays familiar, but the production model changes.

We are moving from authored worlds to generated worlds, from fixed assets to synthesized scenes, and from long pipelines to near-instant iteration. Not everything about games will become generative, and it should not. But the ability to create interactive moments on demand, quickly, opens a new space for creators, educators, and storytellers.

And yes, it is funny that Godot finally arrives. The deeper punchline is that AI is starting to make "arrival" the default for ideas that used to be stuck in the waiting stage.

This blog post expands on a viral LinkedIn post by Ethan Mollick, Associate Professor at The Wharton School. Author of Co-Intelligence. View the original LinkedIn post →