=== ANCHOR POEM === ═══════════════════════════════════──────────────────────────────────────────────── ┌───────────────────────┐ │ CW: World of Warcraft │ └───────────────────────┘ I thought it'd be cool if there was a chat program where you could play a little multiplayer game together and so long story short I'm now working on a WoW server. The idea is to remove all the monsters and quests and such and just let people chat to each other. They'd be able to go wherever they want (choosing a background) and wear whatever clothes they want (creating an avatar) and then they could just chat IRC style. But then I thought "ah but what if it spawned in monsters" so I'm planning on making it randomly spawn packs of monsters that are of the appropriate level every 30 seconds or whatever (as long as the previous one was defeated of course) so that people can mess around fighting things while they talk with their friends. But it'd be optional. AND THEN I thought "hey IRC is kinda 90s what if we made a Matrix bridge" so I'm also working on that. Wish me luck. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════───────────────────────────────────────────────┘ === SIMILARITY RANKED === --- #1 fediverse/1003 --- ═══════════════════════════════════════════════──────────────────────────────────── @user-735 I made a World of Warcraft private server where all the default NPCs are removed from the game and the world is empty. But, every once in a while, monsters will spawn and attack you Risk of Rain style. If your character sits down, they stop attacking/spawning. I call it "wow-chat" because I'm bad with names, but the idea is basically a low stakes social game that you can pick up and set down whenever you want, while hanging out with your friends. there's also treasure and wandering merchants, and I've been thinking about adding dynamic quests but so far nobody's asked to play it so I've been working on other things. it's all open source too so you can host it yourself if you want. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ --- #2 fediverse/659 --- ═════════════════════════════════════════════────────────────────────────────────── [you should play some games] (oh! yes I like games, they're very much fun ^_^ ^_^) {world of warcraft? I've got my own server, I designed it myself. There's a lot of cool things about it and waaaaaay more that I'd like to add. Problem is, building things is haaaaaard. If only we had an AI machine to do it for us, instead of waiting for a team that was assigned capital by capital to accomplish the destination that they deseigned as perhaps to our desired location (mainly, the propagation and promulgation of profit-ous lust)} sorry the witch started talking halfway through that idk where exactly anyway point is I'm going to play WoW now brb ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════─────────────────────────────────────┘ --- #3 notes/supreme-commander-appeal --- ═════════════════════════════════════════════════════════════════────────────────── a game like supreme commander but fantasy themed and each unit used a special move everytime their mana was full and there were spellcasters who restored mana to targets to increase their power or, hear me out, or, just do that in wowchat I betcha could do it I bet it would be fun as hell please? as a favor to yourself? build the game you want to see and it'll get done please -- stack overflow -- your journals were originally a way for you to remember what to think, remember? old projects meant to show you light and life remember? you are alone in this soul act like it's your own celebrate your period of mental denial as a refraction of your infinite travaille which lasts for quite a good long while have you ever dreamed of the nile? -- stack overflow -- if a doorway takes you to the fae, then where does a river bring you? like raindrops on the floor, racing for an eternity's splendor. what does the rainbow think, as it's cast from the prismatic orb? are each photons aware? bouncing between stars light is beautiful and large beloved by all revered by one ephemeren the totality of all things ------------------ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════─────────────────┘ --- #4 fediverse/5900 --- ══════════════════════════════════════════════════════════════════════════───────── I love programming, but I'm not a coder. you burn witches because you JUST CAN'T HANDLE THEM ANYMORE. I know, I get it. of course I do. I'm always so concerned that someone might stumble upon me. that they might read me. what a vulnerable state, to be afraid?! I really really really really wanna play world of warcraft my message to blissard is: treat World of Warcraft like a game engine, not a theme park please. I mean, the theme park should still exist, because it's neat but... the rest of the game engine could be used to create essentially anything with a 3rd person camera. singleplayer doesn't even need to worry about clipping animations. (lag) I wonder if you could run World of Warcraft on lowest settings in vanilla burning crusade or wrath of the lich king? good thing those are open source now, so you can host your own if you want. well, except the client, but nobody has bothered to write another one besides the owner and primary developers of the engine. movement system plugins? data memory?~~~ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════────────┘ --- #5 fediverse/3037 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 have you ever wanted to design your own MMO? If you think you can make a client, there's a server already set up which interfaces with World of Warcraft. So... the hardest part is done, and suddenly the rest is about as hard as making any other game. The reason I ask is because there's no open-source client for the WoW engine server software Azerothcore, but if written then there could be a whole new field of indie design as solo developers would be able to build their own multiplayer games with ease. well, as easy as making a game in Godot at least. That's the dream. I don't think I could build such an engine, but I spend an awful lot of time thinking about how engines are built. There's a lot of freedom in the design space, for example this mod server I made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk It has randomized enemies, treasure chests, wandering vendors, and deployable hearthstones. If you've played WoW that stuff might ring a bell, otherwise it's probably just random features ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #6 fediverse/5280 --- ╔════════════════════════════════════════════════════════════════════──────────────┐ ║ I'm an anarcho monarchist, which is something I just made up. │ ║ │ ║ if I gather 300 people to my cause, why shouldn't they call me queen? │ ║ │ ║ oh, are you concerned that I'll wrest power from the government? ha, what a │ ║ trifling notion. I don't care about the government. I tried to care, but │ ║ nobody liked my ideas. they required too much computing infrastructure to │ ║ feasibly test, and that made people dubious. but I tell ya, it would have │ ║ worked. The thing is... governance, economics, these are not the tools of │ ║ power. they are a shifting and changing beast that mirrors the human instinct, │ ║ if only because the government is of the people and by the people and for the │ ║ people etcetera. │ ║ │ ║ power is it's own thing. you can use to to power devices, or power the usage │ ║ of those devices. I, for example, really like World of Warcraft which's a │ ║ really neat way to chat because none of the chat logs are stored and monitored │ ║ because I'm hosting and I'm not storing and monitoring. │ ║ │ ║ what's that? official servers? I dunno, I use azerothcore │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧═════════════════════════════════════════════════════════───┴──────────┘ --- #7 fediverse/2435 --- ══════════════════════════════════════════════════════───────────────────────────── @user-570 hehe yeah if you've played World of Warcraft, this one might seem more doable. All the assets are already there! https://ritz-menardi.neocities.org/design/wow-server.txt also, you can't sell it because it's other people's assets, but, like, who cares right? The serverside code is already built and open-source, the only thing that is proprietary is the art assets and the client. And the IP I guess. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════────────────────────────────┘ --- #8 fediverse/2030 --- ═════════════════════════════════════════════════════────────────────────────────── Building community without structure is kinda like being a quest-giving non-player character in World of Warcraft. I don't mean that you stand around waiting for a player to wander nearby before shouting at them to do what you want. Not like that. Building community without structure is more like meeting someone randomly, knowing them for longer than a bus ride or a baseball game, and once you've decided that they're cool saying "hey there's someone you might like to meet." If they're into it, then talk to the other person, and see if they want to make a new friend. Try not to recommend someone who has a lot on their mind. If they hit it off, great! If not, oh well! Worst case scenario the coffee shop only sells two drinks. If you're gregarious enough, after a while you might even have enough people for a potluck. Just don't forget to keep adding, and eventually it'll start to feel more communal. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════─────────────────────────────┘ --- #9 fediverse/4908 --- ════════════════════════════════════════════════════════════════─────────────────── did you know someone once built a 1st person shooter in the Warcraft III mod suite? someone also made an entirely new game engine similar to Neverwinter Night's (or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft 3 map and start playing a D&D adventure narrated, controlled, and prepared by your DM, D&D style. Like a virtual tabletop before that was a thing. kinda wish stuff like that was open source, or at least open standards, so people could take those adventures with them. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #10 fediverse/1621 --- ════════════════════════════════════════════════════─────────────────────────────── @user-883 You could buy a domain from a DNS and have it redirect to your computer in order to obfuscate your IP address. That's what I did for my WoW server. Downside is you'd have to trust the DNS, so... do you trust your security or them more? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════──────────────────────────────┘ --- #11 fediverse/982 --- ═══════════════════════════════════════════════──────────────────────────────────── @user-707 @user-708 using this to control the buttons in VRchat would be like a person with a prosthetic interacting with real life :O minus the physicality of course, but that's next. can't wait to play Warcraft 3 and think "select all healers" so I can point them at a dying unit with my mouse. or world of warcraft where your rotation begins to feel like a song. maybe even a text-based adventure, where you reading the text corresponds to the results of the simulation, https://www.spreeder.com/app.php style. could make it so that if you wanted something else to happen, you had to willfully think it while the words are flashing in front of your eyes - the game would pause if you blinked, perfect for phones btw... could be a locally networked thing, like four to six people hanging out and playing a game like pictionary or charades. except, a story that developed, and whoever wanted could change it while everyone was reading it at once. sorta like a competition to see who can make the best twists and false endings ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ --- #12 fediverse/3063 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 true. the "massively multiplayer" aspect of WoW is about as important to the game as the "A" is in "ARPG". I can't help but feel like the "impromptu groups" functionality feels a bit better than matchmaker instancing... though anything worth running a group for in WoW after TBC was instanced >.> Honestly I think there's just too many games these days for people to really get "into" MMORPGs, unless they're sufficiently unique in their mechanics (like EVE or Runescape) any ARPG MMOs are dead on launch, as you said. That design space is tapped out, at least for now, until someone comes along and makes it a deckbuilding roguelike or whatever. cough cough ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #13 fediverse/3249 --- ╔═══════════════════════════════════════════════════════───────────────────────────┐ ║ when you ban someone from an instance, they're suddenly not sure who they can │ ║ trust. They've been getting to know one group of online people and friends, │ ║ │ ║ [I think discord with a limit of 4ish servers per account would be a pretty │ ║ useful way to focus your attention] │ ║ │ ║ it's important to always possess martial prowess, in │ ║ │ ║ -- so -- │ ║ │ ║ anyway [3 hours later] I think it'd be cool if there was a like "hey u r │ ║ banned, but also here's a ton of instructional videos about how to start up │ ║ your own instance" and like, scripts and tools and automation and all the │ ║ infrastructure that you built and maintain - you know, like... open source??!" │ ║ │ ║ but also it's... hard to follow that much documentation │ ║ │ ║ sometimes people just aren't built for certain tasks │ ║ │ ║ "well, if you can't use the machinery, then you don't deserve the machinery" │ ║ │ ║ oh yeah well what happens next, you say to the workers "if you don't know the │ ║ machinery, you can't get the benefits of it's production" to "if you don't own │ ║ the machinery, you can't profit from it." │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════════════────────────────┴──────────┘ --- #14 notes/wow-chat-trainers --- ═════════════════════════════════════════════════════════════════════════────────── trainers in wowchat should have spells that are only passive / toggled still require level, still require gold (lots of it) but let the game be class- -less. essentially, every trainer teaches to every passerby, and like if you don't want any druid spells, sorry guy all I know is how to be a druid. better wait for the next trainer to come along. you only got like 6g, right? that's enough for two spells. which two do you prioritize? they only come by like every what, 15 minutes? also. separate idea: player characters in wowchat should attack more rhythmically. essentially, normalizing attack speed and moving back-and-forth with the normalized monster attack speed to create a dance of sorts where one character is never attacking at the same time as the other character. plus damage modifiers when you get closer, and bam suddenly you have a new game. oh and rotating around an opponent lowers their defence rating. which is locked at 95% with a +5% to avoidance with every hit they take and -5% for every parry. not dodge, but parry. dodging wears down their health by like 10 hit points. relax it's no big deal you get like, a hundred every time you level up. oh and btw the monsters don't give exp. The stuff that you find does, when you give it to a merchant to be appraised / identified. some stuff you know the worth of, like rope or barrels or hammered-iron-rings. but other stuff, like the value of this bracelet, is harder to know if it glass. so.... take it to the guy whose seen real diamonds, and he'll tell ya how much you learned when you found it last. item A is found on a monsters body item is sold to a vendor for 50 copper item A is found on a monsters body player has learned 25 deca-levels since last selling to vendor. therefore item is worth 75 copper. player earns 75 extra material points. item is worth 75 experience points. level up every thousand or twelve. slow down the attack speed. make characters gain bonuses for movement positiony. start from always and work down to fewer. talent points can be generic if your character is built with abilities. players don't need to press buttons to be engaged. They can just guide and see. I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3 mod! monsters should just... wander the world. Don't spawn them randomly, well, instead of a radius around the player, do a radius around the map. then, they walk through a random point, when they leave the circle they angle- -reflect back in, DVD logo style. if there's deadly monsters, there's deadly players, and PVP is always on. low levels should get bonuses to stealth (an ability everyone has) there should be civilians walking around. They can be armed or in caravans... follow roads, or not... monster hordes should spawn as a flock - when an elite enemy is drawn, let the game create several of their minions which follow around. Whenever a monster meets the swarm, they will join it, growing bigger and bigger... hopefully, attracting players who want to fight and slay them. greater rewards are more enticing...! more power is it's own reward. I think that weapons should have like, 3 durability? and armor like 5. then, it's broken, and your character has to abandon it to survive. or, sell it to a vendor, or just... whoever comes along. if 5 people open the chest and don't take the item, then the item disappears... every time a player opens a chest, a bit of wealth appears. every time they spend it? they get stronger, and it disappears. life feeds on life feeds on life feeds on life feeds on life feeds on life feeds the life of wowchat is the life of continual strife, but it doesn't have to be so. The land itself is alive, and the monsters are eternally of woe. you must free them, so that their souls may return to the land, and be born of peace and plenty rather than horror and -- stack overflow -- to do this, you slay them, finish their morthly remains, and let them break down and decompose into dust. Pleants eat dust. dust becomes what we eat and breathe. we, eventually, purify karma. this is our duty. vial of woe behind us. flower of renewal ahead. what we bear is savage sanctity. every time a monster kills a player they gain one of their abilities each time they're spawned. The player can keep the ability too, it's just... the monster will learn. Then, whenever a player levels up by slaying one of them, the spell or ability is unlearned. Symbolizing the players struggle to defeat them, and finally learning a way to overcome. when your character dies, you have no opportunity to release - instead, you just jump to the nearest NPC character which is an adventurer agent smith style. [I don't know about that one...] the players can pick any race, but if they pick undead, they can turn into a ghost when they die. The ghost can wander around and respawn wherever they want. Night Elves can wander around as a whisp (not in spirit world, real world) and do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough to help another player survive. They can also cast rejuvenation, which heals about as much as one monster's damage input. if they get the killing blow on a monster they can level up and deal two monsters worth of damage and heal for two monster damage input. on the third time they don't get more damage or healing but they give a buff to all other whisps in the area that increases their attack speed by 50% and increases the tick rate of their rejuvenation by 50% - fourth time they level up they're free, and they get kicked out to the login screen. what if... vehicles that looked like characters and that you could jump between with the right-click of an item? "this is just dota-ing a vampire survivors." Vampire Survivors is just Magic Survival is just Risk of Rain 2 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════─────────┘ --- #15 messages/846 --- ═══════════════════════════════════════════════════════════════════──────────────── Blizzard should make more than one animation style for swinging your weapon - as you level up, the style "tweens" between however many combat palettes you made. So, like, maybe they swing their sword +/-15 degrees each time to simulate the pseudo random nature of combat. Or maybe they start occasionally stepping into a maneuver Which the player doesn't consciously control. Instinct, if you will. The body reacting to its [sensory organs, but pronounced "surveyor"] Anyway i think by adjusting the monster characters in WoW should wander around and gather within sight of a player. Seeking you out, waiting for a critical threshold of their peers. Then, when you allowed or slowed down to examine a bit of "this-or-here", (quests) they would gang up on you and ambush! Bwaha just watch out for the mob (kinda like that scene in the second book of The Book of Malazan series where they're wandering through a desert storm and meeting all sorts of strange sorts of people) Anyway in seeking to improve the player's view-time, i decided it would feel the most impactful to do the design related things related to things like making the gameplay the most visceral. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════════════───────────────┘ --- #16 fediverse/3039 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 I'd LOVE a game which taught toki pona!! You've brought some of this up before. I'm uninterested in co-opting some existing thing in a way I then can't support myself off of. Well my points are these: MMOs are difficult because of the added complexity in their networking an open source networking solution exists however no open source client solution exists but one could be written, which is about as hard as making a game using Bevy or Raylib or Love2D, and if one were written, then games could easily be made on-top of them which you would then support yourself off of. I mean... I'd want to support myself too haha, and I can think of like 100 different games that could be made in an engine like that. the idea is that by opening up more design space you can apply your ideas as an early pioneer in a particular design direction that hasn't been able to be explored because the up-front investments in making an MMO are huge. Meanwhile, with this system you could script them in Lua very easily. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #17 fediverse/1238 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ did you know you can run runescape classic offline, locally, just for your own │ ║ server? You can keep several computers ready for a LAN party, each with their │ ║ own accounts ready to go. │ ║ │ ║ "Oh we're level 30 this time because so-and-so is hosting and this is how far │ ║ their computer has levelled up." │ ║ │ ║ vim ~/games/runescape-classic/credentials.txt │ ║ │ ║ at least, I think you can. I know it's singleplayer, so worst case scenario │ ║ you can all be doing the same things at the same time in your own games. Maybe │ ║ split up for a mission or two, but it can get hectic if everyone's in the same │ ║ room. │ ║ │ ║ = │ ║ │ ║ a game jam where everyone works on the same project, uses the same asset list, │ ║ but builds their own collection of minigames. │ ║ │ ║ common functions could be shared, and art references distributed and together │ ║ they could design a whole land. Like, there's no reason minigames can't be │ ║ fully fledged experiences. You can have as many as you want, all in the same │ ║ engine and built from a massive (yet sandboxed) environment. │ ║ │ ║ an all in one game. │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #18 fediverse/3040 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 that sounds like a different application than what I was talking about (it's for the the MMO you mentioned right?) and I'm just going off of what I've heard. Like... the "don't make an MMO because you'll spend forever building the server code and won't ever get around to making the actual game" sentiment that is prevalent in the industry. I guess I'm just saying that with the open source advancements we've made (specifically with Azerothcore and Eluna) we can use the design of the best MMO ever made as a starting point and branch off from there roughly as easily as making another kind of game from scratch. Kinda was always the allure of Blizzard games to me, the idea that they were super duper modable. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #19 notes/coh-waves-of-playerbases --- ══════════════════════════════════════════════════════════───────────────────────── imagine if there was a stacking inf bonus to players who played on red / blueside which increased or decreased depending on either A. the number of players online at the time, B. the proportion of players playing on that team versus the other, or C. the time of day. Essentially helping to cure the faction imbalance by offering rewards to one side or the other which would encourage a certain group in the population of the game to change sides or not. perhaps frequent changing could grant a title called "mercenary" or something like "log in for each consecutive day for 10 days straight and each day switch faction alignment at least once" ... anyway you could cure the faction imbalance between redside / blueside by offering an INF reward for playing on each side one by one alternating like an iterator first red then blue or first blue then red either way it doesn't matter because it'll switch after a while and encourage everyone to switch sides. And the way the character responds to that stimulus tells you a bit about their character's personality. also... it should not affect AE or Pocket D farms. Nor missions, TFs, or anything else. they should SOLELY impact open world patrolling / hunting. I believe this would not only incentivize people to spend time in the open world (which is a mostly unused piece of game assets) but it would also increase the visibility of the newly bolstered faction numbers. Think about it - if everyone who switched sides is out in the open world, then they could see each other. They could fight the same mobs, and team up together. In doing so, they could form greater and greater supergroups - if only through their interactions with one another as they level up. If they're lucky, the guild they're recruited into has similar interests in mind like doing raiding or PvP or economics or alts or whatever. And they each have their own different styles of operating, it's soooo cute. Like alt guilds will pop up and then migrate to a new one as people make new alts and grow tired of them at higher levels. It's great. I love MMOs! I wish people put half as much effort into making an open source WoW client that they do programming game engines like Godot or Raylib or Bevy. If such a thing was created, we could have a new rennaisance in indie MMO development. It would become fully non-proprietary, the entire game-platform-stack. Meaning anyone could create their own MMO off of it, because (crucially) the serverside soft- -ware has already been reverse engineered. And open sourced. Seriously. You wanna make as much bank as Steam? Make an open source client that lets you design while in it. Then you could charge people for all the games that they played that were designed and hosted by you the content designing software maker. ... okay it's probably not that simple I'm going to go play Unreal Tournament2k4 ` ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════────────────────────────┘ --- #20 fediverse/1261 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ sometimes I run this WoW server with only like, 10 username and passwords. And │ ║ they're all public. As far as I can tell nobody's ever tried connecting │ ║ (whatever >.> ) but rather than set up a way to create your own │ ║ credentials I just said "yeah pick one at random and play whatever someone │ ║ else was doing because I like the idea of that" │ ║ │ ║ somehow, it felt right. │ ║ │ ║ most of my passwords (not all of them) are hacked and visible on the clear │ ║ net. Like you could probably google my usernames and get my current passwords │ ║ for things like, social media or my banks or whatever. I kinda like the idea │ ║ that "you cannot trust anything I say, so think of the ideas behind my words │ ║ and decide whether they hold meaning to you" rather than "execute these │ ║ particular thought patterns in your mind as if they came from my voice" │ ║ because one implies an exertion of control over the mind of the recipient │ ║ -> obey my thoughts as I broadcast them into your mind, that kinda vibe. │ ║ And I feel like you have to consent to that kind of thing hehe │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ |