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Cake day: June 25th, 2023

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  • One is multiple parallel goals. Makes it hard to stop playing, since there’s always something you just want to finish or do “quickly”.

    Say you want to build a house. Chop some trees, make some walls. Oh, need glass for windows. Shovel some sand, make more furnaces, dig a room to put them in - oh, there’s a cave with shiny stuff! Quickly explore a bit. Misstep, fall, zombies, dead. You had not placed a bed yet, so gotta run. Night falls. Dodge spiders and skeletons. Trouble finding new house. There it is! Venture into the cave again to recover your lost equipment. As you come up, a creeper awaitsssss you …

    Another mechanism is luck. The world is procedurally generated, and you can craft and create almost anything anywhere. Except for a few things, like spawners. I once was lucky to have two skeleton spawners right next to each other, not far from the surface. In total, I probably spent hours in later worlds to find a similar thing.

    The social aspect can also support that you play the game longer or more than you actually would like. Do I lose my “friends” when I stop playing their game?

    I don’t think Minecraft does these things in any way maliciously, it’s just a great game. But nevertheless, it has a couple of mechanics which can make it addictive and problematic.



  • Spzi@lemm.eetoProgramming@beehaw.orgFeeling overwhelmed
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    1 year ago

    Yes, I feel you.

    And yes, that’s how it is. It’s an insanely complex industry if you really want to understand how things work.

    Which you don’t need to get things done.

    Which you still can if you really want, if you’re willing to invest the time and energy to study it thoroughly for many years if not decades.

    But even then, chances are you’ll be touching libraries, concepts or technologies which you did not study in-depth yet. I think you need to be both aware and tolerant of limited knowledge, and willing to learn continuously.



  • Is there a turing test for art, and what’s the detection quota?

    I think any clear definition will either positively identify lots of AI works as art (along collections of random junk), or deny the qualifier to lots of supposed artworks from human artists.

    Coming from theater, I agree it is about “conveying a meaning beneath the surface”. Having studied computer science, I note that is very much not in a strict sense, but very vague. It seems to be a feature, not a bug, that everyone in the audience can see something different.

    I think you can pretty much present random nonsense, and someone will still find it brilliant and inspiring, and a lot more people will tell you what patterns they saw, and of what it reminded them. The meaning is created in the minds of the observers, even if the creator explicitly did not put another, or any, meaning into the “art”.


  • I guess a good part also comes from learned experiences. Having a body, growing up, feeling pain, being mortal.

    And yes, the brain is an incredibly complex system not only of neurons, but also transmitters, receptors, a whole truckload of biochemistry.

    But in the end, both are just matter in patterns, excitation in coordination. The effort to simulate is substantial, but I don’t see how that would NEVER succeed, if someone with the capabilities insisted on it. However, it might be fully sufficient for the task (whatever that is, probably porn) to simulate 95% or so, technically still not the real deal.








  • We also briefly discussed this in Games Master, if only to discover how wide and diverse the range of perspectives are. I feel it misrepresents the subject to talk about a “literal definition”, and to explicitly include “win conditions”. Because there are multiple attempts of a definition, and many do not include win conditions.

    https://en.wikipedia.org/wiki/Game

    One such example definition:

    “To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules, where the means permitted by the rules are more limited in scope than they would be in the absence of the rules, and where the sole reason for accepting such limitation is to make possible such activity.” (Bernard Suits)[14]

    You seem to refer to Chris Crawford’s definition, which is in part:

    If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.

    Explicitly calling SimCity “not a game” is purely academic talk, detached from reality. For everyone else, SimCity is clearly a game. If you want to buy it, you look for games, not toys. I feel definitions are questionable which define something to be not what everybody thinks it is.

    Was Minecraft not a game until it included “The End”? I loved playing Minecraft, but I rarely cared about The End, even after it was included. When a player cannot tell the difference between a version of a game which includes a win condition, and a version which does not, how can the existence of that condition be a decisive factor?

    If we widen the scope to include any game, not just video games, we can also have a look at popular children’s games like https://en.wikipedia.org/wiki/Word_Association. My theater group loves to play win-free games as a warmup practice.

    From my point of view, win conditions are a common characteristic of games, but not necessary or defining. Coming up with a short definition which captures all games and excludes all non-games is surprisingly hard.




  • time to remind people that zelensky made having peace negotiations with putin ILLEGAL

    Can you quote the part of the article which made you think so? I don’t see the article saying what you claim it says.

    A reminder from the KidsPost team: Our stories are geared to 7- to 13-year-olds.
    

    It’s alright if you are younger than that. Otherwise, I think all you achieved is reminding people how dishonest and untrustworthy lemmygrad users can be. You would have helped your cause more had you not made that comment.






  • Would be nice to know, I’d like to read a source. On wiki, I got the impression the driving incentive is not to kill less calfs, but to produce more rennet, to ultimately produce more cheese. The German wiki quotes “Nur ca. 35 % der weltweiten Käseproduktion können mit Naturlab produziert werden.”, roughly “Only about 35% of worldwide cheese production can be produced with rennet from animals”. Technically still a vast majority.