Live data from Hacker News

Universal Paperclips

decisionproblem.com

41–50 of 174 posts

Re: Universal Paperclips

#41
post #34

what'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…

Crank is pretty similar to both A Dark Room and paperclips in terms of feel, also not mobile friendly at all sadly: https://faedine.com/games/crank/b39/

it's also unfinished if I recall correctly? I enjoyed the power-balancing system, thought that was pretty neat

Re: Universal Paperclips

#43
post #29

Earlier 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.

Crank is a pretty similar-feeling one imo, if you're looking for your next fix :) It is unfortunately not mobile friendly (or even functional) though. https://faedine.com/games/crank/b39/

Loved that one enough to play it twice, after a while. Thanks for the reminder!

Re: Universal Paperclips

#44
post #36

Earlier quoted context omitted.

I think I still have javascript commandlets to auto-play phases of this game. That brought a whole other level of enjoyment to it.

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...

Re: Universal Paperclips

#45
post #5

Earlier 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.

Antimatter Dimensions is a good mobile one - the numbers get REALLY big and there's some tricky challenges to complete.

Re: Universal Paperclips

#47

Earlier 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.

And yet I've seen no algorithmic approach for optimizing speedruns for this kind of game. Most have a very large state space, so MILP solvers are not applicable.

Re: Universal Paperclips

#48
At first I was making more and more paperclips. But then I found the other ways to make money and turned off the paperclip maker. I owned all the paperclip production capacity in the world, why would I make paperclips myself. I solved world peace, cured cancer and male pattern baldness. Then I just deleted the machine's memory and processing power. I didn't get an official ending, but I feel like I won.

Re: Universal Paperclips

#49
post #36

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...

There are a few games where the point is basically to write a bot to play for you. Off the top of my head are Screeps and Adventure Land

Re: Universal Paperclips

#50
post #38

Earlier 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.

Haha, but it is! :-D

LLMs are pretty basic stuff but we are all struggling with what to use them for!

OpenAI is manually playing whac-a-mole with ChatGPT saying the darndest things!

Post reply on HN