noelwelsh
Joined 16 years ago
Joined 16 years ago
There is a good case to be made that Homo Sapiens were just lucky to be based in the milder climate of Africa, and by chance being more adapted to hunting megafauna due to our body structure. Homo Sapiens are also very inbred. IIRC there are two main genetic bottlenecks that have been detected in our DNA. We almost didn't make it.
It's a tough time to do something about climate change. Short-termism is very attractive right now.
A timely comment for me. I tried the linked Planetfall game, and gave up after a little bit of wandering around and nothing happening. Apparently I was supposed to just putter about for longer until the game really started with the emergency event, which got me thinking about game design in these early games.
Some of these games really liked to give you a combinatorial search problem dressed up as a game. In Colossal Cave Adventure, one of the first puzzles is to get a bird into a cage, so you can use the bird to scare away a snake. The bird is scared of a rod you find earlier, so you have to drop the rod in a different room before you get the bird (and then go back and get the rod). Now none of this makes any sense. The expectation is that you have nothing better to do then just try different combinations until you find what works. In a way it's asking you to play a meta-game, rather than the game.
This reminds me of Sword of the Samurai [1], a Fighting Fantasy book I had the misfortune to read when I was a lot younger. It was fiendishly difficult if you actually played by the rules. Partly this is because the combat was really hard (see the linked review) but also because there were just so many choices where the book gives no hints what is a good choice to make. For example, right at the end there is fight between you and your buddies versus four baddies. Each one of your buddies can take out a specific baddy, but there is no indication which is which. So the book is really designed with the expectation that you're constantly going to cheat. This meta-game of bookmarking each decision point and exploring the decision tree before committing is the actual game that the book is written for, and it has a lot of content to explore if you realise this is the game you should play.
So yeah, game design has come a long way :-)
[1]: https://fightingfantasy.net/articles/the-parallax-walkthroug...
My own experience, pootling around with Claude like a peasant, is that it is simultaneously amazing at some tasks and an absolute moron at others. The more abstract the reasoning required, the worse it is.
We really need a better model. One alternative is to have an everything-app: a general purpose tool in which (almost) everything lives. The terminal is one of them. The text editor / word processor is another. (I use Emacs for everything.) In a business context the spreadsheet is probably the best choice.
Seriously, I want to know what's in there!
An example video: https://www.youtube.com/watch?v=HCpXbHpy9LY
https://san.com/cc/george-w-bush-saw-iraq-war-as-crusade-dec...
https://www.thirteen.org/worldfocus/blog/2009/05/27/religiou...
I'm a partner at Inner Product (http://inner-product.com) and Underscore (http://underscore.io), where I teach, mentor, and develop Scala.
I'm previously was a co-founder of a startup called Myna which applied multi-armed bandit algorithms to the problem of content optimisation -- where A/B testing is traditionally used.