Earlier quoted context omitted.
One of the best ways to expand an incremental game’s gameplay is to gradually automate one layer, while introducing new mechanics in a higher layer. So one’s focus for optimization gradually shifts from older and better-understood mechanics to a higher level, where the gameplay is to manipulate the lower layer’s mechanics to make it run as quickly as a basic action did at the start.
a couple years ago a friend of mine got into botting Diablo II, which seemed like a whole game in itself, which made me think, how neat would that be, a game where you start off doing regular gameplay stuff, and then you eventually automate/optimize that gameplay at increasingly more meta levels of play. still think there's something to that idea...
Universal Paperclips
51–60 of 174 posts
Re: Universal Paperclips
#52Earlier quoted context omitted.
I like how the sci-fi authors have spent time thinking about what an advanced AI could do, yet those building the AI have not taken a moment's pause to consider what they are doing
Do you honestly believe that the only people who have thought about the ramifications of AI are Sci Fi authors? I can guarantee people who spend years researching and building advanced language models have thought about the ramifications of their work. This isn’t Jurassic Park.
Re: Universal Paperclips
#53Earlier quoted context omitted.
I like how the sci-fi authors have spent time thinking about what an advanced AI could do, yet those building the AI have not taken a moment's pause to consider what they are doing
Do you honestly believe that the only people who have thought about the ramifications of AI are Sci Fi authors? I can guarantee people who spend years researching and building advanced language models have thought about the ramifications of their work. This isn’t Jurassic Park.
Re: Universal Paperclips
#54what're some other interesting "incremental games" out there these days? for me at least, just seeing numbers go up and get huge (Swarm Simulator) doesn't really do it for me. part of what makes Universal Paperclips so good is that, like Candy Box, a huge part of the joy is uncovering entirely new gameplay systems as you progress. A Dark Room was neat in that it brought the idea of a coherent narrative that you (some…
Re: Universal Paperclips
#55Earlier quoted context omitted.
I played it first a few years ago and was totally engrossed. A few months ago, I remembered it and thought "well maybe I'll find it again and play for a few minutes"... and then I did nothing else for the rest of the day.
This is an entire genre now called clicker games. For whatever reason, people are entranced by watching numbers get bigger. It's the same thing with RPGs.
Universal Paperclips was a latecomer to the clicker genre. It starts off making you think its a simple clicker game, but then it turns out that Universal Paperclips has an ending.
Once you achieve the ending, you then have permission to turn off the Universal Paperclips (in fact, its an explicit option), and it installs a cookie or something that prevents the game from starting up again.
Its this "anti-clicker" mindset, despite looking like a simple clicker game, that makes me... ironically... come back to Universal Paperclips over the years.
Re: Universal Paperclips
#56Earlier quoted context omitted.
I like how the sci-fi authors have spent time thinking about what an advanced AI could do, yet those building the AI have not taken a moment's pause to consider what they are doing
Do you honestly believe that the only people who have thought about the ramifications of AI are Sci Fi authors? I can guarantee people who spend years researching and building advanced language models have thought about the ramifications of their work. This isn’t Jurassic Park.
Re: Universal Paperclips
#57Earlier quoted context omitted.
IMO, it's not just the numbers. It's the constant strategizing to make the numbers go bigger, and the changing strategy as the game progresses. There are plenty of really crappy clickers that don't do anything for me. And there are some that are too complex to be really fun (Kittens), but the ones in the middle, like this one, really feel good.
I've had to institute a blanket "no clicker game" policy for myself because I find them way too addicting. The frustrating thing about most (but not all) clicker games is that for me, they usually don't even feel good (e.g., relaxing, mentally stimulating, satisfying). They just make me feel like I'm an addict that needs my dopamine drip. There are definitely non-clicker games that hit the same spot for me, but almos…
Re: Universal Paperclips
#58Earlier quoted context omitted.
PKD keeps surprising me.
I like how the sci-fi authors have spent time thinking about what an advanced AI could do, yet those building the AI have not taken a moment's pause to consider what they are doing
Sci-Fi Author: In my book I invented the Torment Nexus as a cautionary tale
Tech Company: At long last, we have created the Torment Nexus from classic sci-fi novel Don't Create The Torment Nexus
Re: Universal Paperclips
#59Earlier quoted context omitted.
This is an entire genre now called clicker games. For whatever reason, people are entranced by watching numbers get bigger. It's the same thing with RPGs.
IMO, it's not just the numbers. It's the constant strategizing to make the numbers go bigger, and the changing strategy as the game progresses. There are plenty of really crappy clickers that don't do anything for me. And there are some that are too complex to be really fun (Kittens), but the ones in the middle, like this one, really feel good.
It's about as barebones as you can get - it's literally just "numbers go up" with a few simple names attached to them. It turns out that even that is enough to get me addicted for a bit.