Live data from Hacker News

How to get new ideas

paulgraham.com

211–220 of 222 posts

Re: How to get new ideas

#211

Earlier quoted context omitted.

It doesn't matter. But as I said, I can't make myself do it. I can't made up beuatiful words to describe pseudo values that I can't provide. For example, I don't believe in productivity app like timer that records many activity in a day, but people do really buy it I couldn't make myself believe .. like really? So when something is obviously good to sell, and I think it's dumb, I guess I can't make myself sell the th…

existenceblinks wrote: "... Ah it's a trap." Well, all the more reason to thing in terms of trees/heaps & not traditional loops/recursive functional loops. Let someone else handle the mark & sweep clean up.

Sounds like a GPT to me!

Re: How to get new ideas

#212
post #56

As someone who worked with Bill Gross* for almost two decades, I'd suggest watching this playlist. https://www.youtube.com/playlist?list=PLeabOFsFccYCkD9ZUsoI0... * Overture, Picasa and many more OGs.

hi, thank you for sharing this! #13 is especially relevant for right now lol

Re: How to get new ideas

#213
post #150

Earlier quoted context omitted.

A similar strategy is to find things which were invented 10–100 years ago but considered insignificant then, but due to changing environments can be adapted to be useful today in a way that wasn't possible then. My day job is to work on software working with self-organising maps, which were last popular in 1980. As far as I know, they were never really used for anything significant then. The reason we can be so succe…

Man I love SOMs. When Kohonen's book came out in 2000, I read that thing a bunch of times. Seems like an expensive way to structure a "this is like" or "people also bought" compared to an SVD.

The reason we prefer SOMs is that we have been able to get them to produce good results with less data than e.g. an SVD. They're also more open to domain expert diagnostics and tweaking.

Re: How to get new ideas

#214
post #126

Earlier quoted context omitted.

What kinds of things do you think has to change with game engines? Sharding would have to happen to handle geographic distance between people, wouldn't it? I’m curious to hear your thoughts.

You can still do things like client-side prediction with streaming, but imagine if you controlled all of the clients and could always trust them. You could have the actual simulation running in a big bunker in Ohio somewhere on entirely synchronous terms ( The game concept itself can be engineered around vertical scale constraints. For instance, imagine flight routes in WoW. If the cost to take a flight was modulated…

I covered this in my PhD thesis, please check it out and I'd love to hear your thoughts as someone working on this (relatively lonely) problem! https://yousefamar.com/memo/notes/my/phd/

From what you've written so far, while the tech is cool, I'm not sure you're trying to solve a problem that actually exists. This is coming from someone who is bullish on both cloud gaming as well as decentralised architectures for gaming (esp VR) but for other reasons.

You seem to consider updating and rendering millions of players client-side to be a bottleneck; it's not -- human perception bottlenecks kick in long before that. Players can't -- and don't want to -- see all other players that are in the same area. And if they're not, then sharding by area is a much easier solution.

Even if it were a bottleneck, the solution is not to offload that rendering to cloud GPUs, it's many well-established LOD tricks. Game servers don't send millisecond updates of every player in a world to a client, the bandwidth they end up using for good UX is almost always lower than streaming video. You said networks keep getting faster, true, but client GPUs keep getting better and better too. Shard-less horizontal scaling sever-side has already been done btw (see SpatialOS (https://ims.improbable.io/products/spatialos) or WorldQL (https://github.com/WorldQL/mammoth)) or the many proprietary implementations (think Fortnite, Roblox, etc) but I don't think it's as useful as we think it is.

Besides this, I can tell you for a fact that "we have more players than we can handle" is an extremely rare thing actually, even on launch days, even though it might not seem like it to us. The biggest problem for games is getting players in the first place. The ones that do tend to have big budgets to spend on their servers, and it's usually not budgeting that's the bottleneck, but bad planning.

I would be curious to know if you've validated this idea with any studios, and if so, how? Or is the 10-20 hrs mainly focused on building?

Re: How to get new ideas

#215

Earlier quoted context omitted.

You can still do things like client-side prediction with streaming, but imagine if you controlled all of the clients and could always trust them. You could have the actual simulation running in a big bunker in Ohio somewhere on entirely synchronous terms ( The game concept itself can be engineered around vertical scale constraints. For instance, imagine flight routes in WoW. If the cost to take a flight was modulated…

I covered this in my PhD thesis, please check it out and I'd love to hear your thoughts as someone working on this (relatively lonely) problem! https://yousefamar.com/memo/notes/my/phd/ From what you've written so far, while the tech is cool, I'm not sure you're trying to solve a problem that actually exists. This is coming from someone who is bullish on both cloud gaming as well as decentralised architectures for ga…

Your thesis sounds very interesting. I'll give this a look.

> I'm not sure you're trying to solve a problem that actually exists.

This is more about creating the next generation of problems. I want to enable future experiences that HN would believe are comically-infeasible right now. The greater the disbelief the better.

I do have a very specific game concept and roadmap in mind. I've not talked to any studios or investors yet. I don't intend to until I've published the first game entirely on my own.

The hard part is all the art in a massive world. My current title is constrained to deal with this reality. I'll definitely need outside help on the real deal. Not wasting anyones time until I'm certain it's going to work.

Re: How to get new ideas

#216
post #40

i think new ideas come from being naive and possessing the "no-mind" or a childlike sense of wonder. the older i get, the less plastic my brain is and the more depression and other issues start to seep in, get in the way, overcomplicate shit. to be completely free, uninhibited, released from guilt and predjudice. to just think, play, laugh, fart, and yawn. boring days spent looking out the window wondering how crows…

I'm locked in my own personality trap. I don't understand why people buy shit and my toxic also think they are dumb sheep of some made up social values. And I can't change myself to get out of my trap. I always think what I'm going to sell to people has to be really good .. but I just realize it's about a lot of bullshit going on on marketing and sales and network effect vs pure functionality.

Read Blue Ocean by Kim & Mauborgne. What is "really good" is that what shortens the distance between the problem of the consumer and the solution.

As an example, audiophiles might sneer at consumers buying "cheap" "digital" "crap" instead of having the good sense to appreciate what a high end speaker or vinyl system is capable of, but those consumers aren't upstream, they're trying to solve the issue of needing a sound system. People in the industry are for the most part audiophiles, so they're going to have an appreciation for things their consumer base is basically illiterate in. Still, the business is run on solving problems, and the problems of most are not the problems of the high-end user.

we're solving problems, or solving really hard problems, but either way can't deceive ourselves if we're just trying to solve the problem of making ourselves money, or actually of providing value to a variable population of problem-havers.

Re: How to get new ideas

#217

Earlier quoted context omitted.

yeah we have to blur it out... your excellence can be sold but only to a few, the rest will want various degrees or simplicity, cost etc anything in that game requires a lot of planning to make something livable that can be sold at many groups over many years so you can finally get enough leverage to move the minds along some value axis

I think most thing sold because of lust. Example: 1) avatar generator by ai 2) my local aunties bought iPhone Pro Max just to facebook and chat .. and of course taking pictures.

This is part of the psychology/marketing leverage for sure, there's a lot more human traits that explain behavior.

Re: How to get new ideas

#218

Earlier quoted context omitted.

Yep. Or somehow focus more, that would help knock a few more ideas out as well. My backlog of games/puzzles/stories I'd eventually like to get out there might be >100 at this point. Focusing mostly on a bit more of an ambitious game right now, and it's probably still 6 months before I get it into Steam early access (coding in my spare time and energy, which is sparse lately), so everything else is just waiting at thi…

> ...proto type with index card, pen, paper .... go e-ink & vr and save the $$ not spent on consumable resources for venture capital.

While I do have a VR device I've done the whole digital thing before (I have versions of some of my games on Tabletop Simulator, in fact one of them is downloadable on Steam Workshop right now) and it's just not the same as being able to handle things physically.

My brain doesn't catch things as easily without being able to physically manipulate objects. Like one example is I didn't notice how fiddly resource manipulation was when I only had a digital version of one of my games. It was only when I was manipulating it physically that I went "yeah that's not going to work".

Without playing with the physical bits, it's harder (for me) to come up with special actions or different ideas for mechanics. Not impossible, just harder.

Also my local playtest group and game designer conventions meet in person, so I better have something physical for those.

I do write simulation programs for some things though, like to help balance scores, determine if there's a first person advantage, how often do draws happen, etc.

However, I am interested in the recent push for sustainable game production, with people making roll and write games where the sheets you play on can be done on an iPad without printing anything out. I may have a design that's compatible with that, a concept that popped in my head recently that I'll start designing soon. One example[1] and another [2] and another [3] of these games on Kickstarter.

I reuse a lot of components anyway. I have a tub for wooden cubes, another for wooden meeples, a third for dice, a fourth for money chips, etc. and I have a few decks of cards that have six suits and numbers from 0 to 15 on them that covers a surprisingly wide range of games, that I can just grab and start using. But if I want to have special cards, then I use index cards (and eventually do graphic design and print card art for).

Also not sure why you think VR and E-ink is somehow not a consumable resource. They take an incredible amount of resources to make in the first place, probably far more than some sheets of paper, and eventually they'll need to be upgraded or replaced, which uses much more resources as well.

[1]: https://www.kickstarter.com/projects/postmarkgames/voyages/d...

[2]: https://www.kickstarter.com/projects/peterchayward/sunshine-...

[3]: https://www.kickstarter.com/projects/wayfarerstale/a-wayfare...

Re: How to get new ideas

#219
post #155

I don't need ideas ! I need some sort of "basic income" that allows me to pursue the ideas I have today while providing for a family.

You can already achieve that by taking VC funding, no?

No, my ideas are not compatible with VC funding, unfortunately, because my ideas only help humanity overcome our energy crisis rather than enrich some select few.

Re: How to get new ideas

#220
post #76
post #42

Most things are strange, missing, broken for mundane reasons that you can't do much about. The space of new ideas is huge, but almost all new ideas are bad. One strategy I really like is to think of technologies you couldn't build 5 years ago but are just barely possible today. That's where yesterday's bad ideas become today's good ideas. For example, laptops and phones produced 20 years of incremental improvements i…

"With a big enough engine even a brick will fly." - famous quote about the F-4, which captures that much of early airplane development was engine development rather than aeronautics. It's no coincidence that Glenn Curtiss got his start in motorcycles before moving onto aircraft. I think to some extent we are seeing the same thing with the latest AI models, where if you just throw enough parameters and GPU's at a prob…

You can get improve the low hanging fruit through brute force ... but there is a lot of low hanging fruit.

Model architecture cleverness will eventually outpace more GPU time, but for now the roi on GPU time is higher than clever design.

Post reply on HN