The value is now in the gap
If you can build a slot machine game over a weekend, is your company winning or losing?
Someone with no coding or development experience can produce a pretty
reasonable facsimile of a slot game in a weekend now. It would spin, pay out,
the maths would be roughly right and it would look reasonably polished. Add some higher quality graphics in, and it could easily appear viable. A few years ago that artefact would
have been evidence of a capable team. Today it is evidence of a subscription and some curiosity. This
is not a criticism - the fact that this is possible at all is genuinely remarkable. The problem
is that it is easy to mistake a foundation for a building. Any number of other people built something comparable over the same weekend, and more will build one over the next.
You can see the effect in the app stores. Submissions have gone up
enormously, but the number of games that find an audience has not moved.
LLMs have raised the floor
for everybody, at the same time, on the same terms. Anything a model can do for you it can also
do for your competitor, in the same time frame, for roughly the same cost. This means
that whatever is going to separate one company from another over the
next decade is definitionally not that.
The thing that does separate them has concentrated. It now sits in the
gap between what everyone can do relatively easily and the level of output a much smaller set of people can reach.
Rented rooms
The gaming industry has seen versions of this before. By the middle of the last decade you could be running a poker room
or a white label sportsbook in a matter of weeks. A network deal, a skin, a logo, a licence (often from a
jurisdiction with, to put it kindly, somewhat unsophisticated judgement) and a
marketing budget and you were off. Hundreds of brands launched on that basis, but the players went to
a handful of them.
Software was not the differentiator, mainly because the brands were running the same software as everyone else. If your skills
and expertise sit in the middle of the normal distribution, a shared foundation will not let you beat the people at the
top end of it. Liquidity, brand, trust, and
several thousand operational decisions made slightly better than the
competition were the things that drove success. None of that was available for rent from a supplier or platform. That was the gap.
Who it works for
My sense is that agentic tools have super-empowered two groups.
The first is fearless twenty year olds, who
have no priors, no institutional sense of what is supposed to be
difficult, and will attempt anything. They often build the weekend slot
machines.
The second is people with twenty or thirty years inside a domain, and
when you see one in action now they are somewhat terrifying. One-person armies. Peter Steinberger, who created OpenClaw, is like that. I was once lucky enough to stand beside him and watch him developing an early version of that product.
His scope and productivity were astonishing, more than the output of
some entire teams I have worked with, and he has significantly improved
and evolved his process since then.
Peter is exceptional, and he is (probably by choice) mostly focused on
development. Wait until you see someone with the skills and interest to replicate that kind of leverage across a whole business. Someone who can design and code the product, iterate and execute the marketing, optimise and automate the ops, without a handover between any of them. The people who get there will mostly come from this second group. They might not be as fearless as the younger cohort, but they know the terrain. What they get
out of the same tools as the weekend slot machine builders is a
different order of thing entirely.
Watch someone like Terence Tao work with a model - an example I owe to Sean Goedecke. The model is not doing
mathematics at his level, but a lifetime of doing mathematics lets him
steer it somewhere it would not otherwise go. A domain expert knows which
direction is worth pushing, which plausible-looking output is subtly
wrong, when an answer is an answer and when it is merely well phrased.
Hand the identical model to someone without that expertise and they
cannot get there. Not more slowly. Cannot. In some domains a naive
approach stumbles into something novel. High level mathematics is not one
of them, and neither is the distance between a demo and a great game.
The value is in the gap, and the gap cannot be bridged by throwing
tokens at it.
Four of them are funny
The commonly used word for this is taste, which I do not think covers
it. A relatively inexperienced person can stumble into it, by
accidentally not adhering to choices that were made years ago and became pointless norms. Similarly,
an experienced person can reject the same norms by way of having grated against them for their entire career.
The two groups arrive at the same place from opposite ends.
However you name it, it is the ability to look at something competent and know that it is not
good enough. A model produces the median of everything it has seen. It
has no sense that the third version was better than the eleventh, and no
capacity to be disappointed by either. Those are the judgements the work
above the floor now consists of.
At Unrational Games we see where the floor ends every time we create a new
rivalry instance for unpoker rivals.
Gathering banter, insults and context for a sporting rivalry is
something a model will do at volume - two hundred lines for a given
fixture in minutes, all grammatical, all on topic, all recognisably
about the right two clubs. Maybe four of them are funny.
A model can describe the rivalry exhaustively, but it has never stood in
the ground and felt one. It is Nagel’s bat - everything about
the thing except what it is like to be one. You might be able to teach it which words in which order are funny,
but it cannot curate them in a way that makes you feel it. There is no prompt for that, because what lands for Arsenal and Tottenham is
not what lands for the Yankees and the Red Sox.
Getting from a demo to something polished is months of small decisions
which cannot be specified in advance, because you often only recognise the
right one when you have seen it next to the wrong ones. Getting from
polished to good requires somebody with an opinion, and opinions are not
distributed evenly either. Getting from good to great rests on something
intangible that is often impossible to articulate - why are some Mario
Kart versions all-time classics but others merely decent? What is really
special about Balatro, when many games with similar mechanics went nowhere?
Building a game is a curve of increasing difficulty. The tools have moved
where you start on that curve, but not the complexity of the final part
of it.
Surgeons love scalpels
That final part is not work you can hand to a model. So where is all the new capacity going? One of the main issues with agentic development at the moment is that
the force multiplier is being misdirected. A surgeon tends to see a
surgical solution, and engineers with spare capacity see engineering problems, for the same reason. This
technology arrived through a terminal, which meant the first people
holding it were engineers, and they did the entirely rational thing with
it. They used it on the work that had always sat below the line.
Test coverage that was always thinner than anyone was comfortable
admitting. Documentation nobody wanted to write. Refactors deferred for
four years. Internal tooling, dependency upgrades, migrations, type
coverage. All of it real, most of it better done than not done,
and all of it deferred originally because somebody made a defensible
commercial judgement that it was not worth the time. Agents freed up time, so developers
developed. The problem with a better test is that it does not necessarily result
in a better outcome for the end user.
What they worked on was neither the constraint nor the value. If you
relieve something that was not the constraint, you do not get more
output, you get more inventory - more pull requests, more review load,
more to maintain. And every piece of that inventory adds a little entropy, which used to be a manageable problem when the volume was human.
The misdirection is about to show up in the accounts, because AI cost accounting is going to end up unhelpfully asymmetric. Token
spend is new, itemised, attributable to a team, and it climbs every
month, especially as subsidised pricing ends and everyone moves to API
rates. The value it bought is diffuse, lagging, and credited to whoever
shipped the feature. The cost is easy to see and the benefit is not, so
what companies are going to see is a cost line going up and a bottom
line that has not moved. Chamath Palihapitiya described exactly that
after asking his CTO how they were doing on token spend - costs doubling every 45 days, against maybe a 5% gain in downstream
productivity.
That is what a misalignment between developer effort and customer experience looks like on a P&L. The new capability landed inside one function of the business, and
nobody outside that function had either the tool or the vocabulary to
say where it ought to be pointed. The predictable next move, which is
already happening, is to start measuring adoption - seats used,
proportion of code written by an agent, throughput. Each of those is a measure of floor activity. There is no metric for the gap, because the gap
is by definition the part that does not show up in a dashboard.
If it ever closes
The obvious objection to all of this is that as the models improve, the gap closes, and
anybody who reorganised around taste spent a lot of money on a temporary
condition. I do not think that
follows, because the gap is not a list of tasks that models cannot do
yet. It is whatever is left over once everybody has the same tools. That
is not a quantity which shrinks as the tools improve. It moves with
them. Better models only make the floor more crowded, and a crowded
floor is harder to be noticed on, not easier, which is what the app
store numbers were already showing. The distance above it is worth more
than it was, not less.
And if it ever did close completely, then execution stops being a
variable. Companies would still differ, by capital, by distribution, by
luck, but not by anything anyone could decide to do. That would be a
fundamental change in the nature of business competition, and a
completely uninteresting one, because there is nothing in it to plan
for. Every strategy premised on the gap closing is one for a world in
which strategy has stopped mattering. So there is only
one version of the future worth planning for, which is the one where
the gap stays open.
The expensive part
Understanding that the value is in the gap pushes the whole problem into
execution. Not what to buy, but who is doing the work, and that is a much
harder thing to solve than buying licences and counting usage.
The first difficulty is telling who has the expertise and the judgement. Investors are going to misallocate capital,
because the traditional heuristics for spotting elite performers have
stopped working, and because a lot of people who could never previously
have built anything now have a way in. A demo used to be evidence. Polish, and early hints of
product market fit, were stronger evidence still. Someone with no development experience
who has vibe coded an iGaming product may only have produced the floor,
and the floor is available to everybody. What matters is what else they
have, and the MVP they vibe coded might not tell you.
The second is paying for those people. It costs more than anyone expects, because
the input that now decides the outcome is a small number of people who
can tell good from competent, and they are not numerous or cheap. Big
companies are going to go out and try to hire people who behave like founders, and then either back off when they see the price competition for that skillset, or pay the cost and find out that one-person departments clash with established organisational and political systems.
The companies that can afford them are the worst fit for them.
Small companies, driven by the twenty- and forty-somethings who can work
above the floor, will appear from nowhere, with more polished products and more efficient, AI supported workflows, run by fewer people than the incumbents put in a single meeting.
If you can build a slot machine game over a weekend, is your company winning or losing? It probably depends on who built it, and on what they can do that the tools cannot.
Philip Atkinson, CEO, August 2026