=== ANCHOR POEM === ═══════════════════════════════════════════════════════──────────────────────────── @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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ === SIMILARITY RANKED === --- #1 fediverse/3048 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 I really do like the idea of only being able to speak in toki pona. How are you enforcing that? Using sitelen pona? how do you type, by pointing at a grid of characters? or just... by typing? what happens when someone types english? 20-30 players per instance is definitely not Massivetm but it still sounds like you're building systems which emphasize socialized play. I like that, I believe it's always important to have players contributing toward a larger community. It builds a sense of solidarity, and gives you chances to identify ways that people sabotage such systems (by, for example, wasting resources or being greedy) which is an interesting cultural experiment, I think. I thought it was an MMO because you pitched it in relation to the MMO I designed =P also the server software I described is an emulation project first, generic MMO software second, as it needs to be since it lacks a client. If a client was designed, that limitation could be removed. That's really all I'm trying to express. 😋 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #2 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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #3 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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #4 fediverse/3034 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 I've messed around with Bevy and the library most similar in C is Raylib. in Lua it'd be Love2D I think. I love the idea of those systems. I haven't built a full game using them but I can conceptualize operations within them easier using a framework like that versus a game engine like Godot. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #5 fediverse/6251 --- ╔════════════════════════════════════════════════════════════════════════════──────┐ ║ "Hi computer, all is well. Can you create me a visualization of this │ ║ particular mathematical concept? It should be written in Lua using the Love2D │ ║ engine because that's my favorite. I should be able to step through the │ ║ calculation steps and modify values at each stage, and by the end we should │ ║ have a fully interactable system which works through the general concepts of │ ║ this particular kind of math." │ ║ │ ║ "no no I don't want you to explain it to me, I want a tool - a toy - that I │ ║ can play with to better understand it. Let's build it in Lua using the Love2D │ ║ engine because that's my favorite. When we're done we can start converting it │ ║ to use HTML5 - no javascript! - but for now let's get the system operational. │ ║ It should have a config file that can be adjusted with every value we can │ ║ think of." │ ║ │ ║ "can you go through this fully functional system and extract as many values as │ ║ you can think of into a config file? make sure there's efficient loading of │ ║ those values in the main function (or somewhere similar) as well. ty" │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════════════════════════════╧════──────┘ --- #6 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 │ ╘═════════╧╧═══════════════════════════════════════════════════────────────────────────┘ --- #7 fediverse/3047 --- ═══════════════════════════════════════════════════════──────────────────────────── @user-570 specifically in relation to MMOs, I think the scaling aspects of the genre have never truly been utilized. Even something as simple as Agar.io (or similar, can't remember any names teehee) with massive amounts of people (I later learned they were bots, whoops) can utilize scale quite well, if implemented well. The Massive part of MMO is valuable I believe, which is a big reason why I like games that scale like Supreme Commander and Factorio. The Multiplayer part of MMO is valuable because multiplayer brings randomized outcomes, which are always more fun than playing against bots. Multiplayer combined with Massive gives room for community, but only if the game is designed to encourage it. Online... you can't have multiplayer without online haha I believe you can make massive games with very few players, and you can make intensely isolating games with lots of players (like WoW today) and the middle ground in old WoW where guilds are required to do anything worked well for a while, but no longer. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #8 fediverse/4880 --- ════════════════════════════════════════════════════════════════─────────────────── I remember being a game design student before "indie games" were a real thing they were like... flash games, y'know. just like, junk content, like memes or whatever. I had a passion for them, and I bookmarked the most well developed of them all. I probably played hundreds of games, no clue how many. Maybe even thousands, I did it for what felt like years. since like... age 7 until 11 or 12 there's nothing that can compare to it today. maybe itch.io but they're more involved typically. increases the barrier to enter, plus they cost dollars. we used to make this stuff in our spare time. where did all our spare time go? ah, right, that's what happens when you actually invest in computer education. you have kids running linux on their laptops. you get flash game designers. you get soldering junkies and electric engineers and networking and dev-ops security system facilitators and various other computer related things besides. ... what was I saying? oh yes when you invest in education, there's more to se ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #9 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 │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #10 fediverse/1602 --- ╔═══════════════════════════════════════════════════───────────────────────────────┐ ║ @user-1037 │ ║ │ ║ those all seem really cool though! They all kinda have the same basic UI tho, │ ║ kinda feel like there's opportunities for different kinds of expression. Like, │ ║ in game design there's a lot of different genres, and yeah sidescrollers │ ║ include mario and sonic but they're both very different experiences. So too │ ║ perhaps could we interact with our computers by programming them in more │ ║ engaging ways. │ ║ │ ║ they say some people are visual learners, others need to be taught, some │ ║ people need to watch someone else doing it, and a few might just learn by │ ║ plugging their brains into a computer and downloading a black belt in kung fu. │ ║ │ ║ Maybe typing long paragraphs of logic makes sense for some people, I know for │ ║ most it doesn't come naturally. Maybe some people are more used to like, │ ║ looking at maps that you can examine at different levels of abstraction. Like │ ║ players who play Paradox games zooming from a national perspective to states │ ║ and individuals and all the other things they might want to strategize using. │ ║ Or m │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════════────────────────────┴──────────┘ --- #11 fediverse/4877 --- ════════════════════════════════════════════════════════════════─────────────────── you can make a functional prototype for almost any game in Warcraft 3's map editor that's why no real-time strategy game ever made an editor as good again FPS editors peaked at Unreal Tournament 2004 imho RPGmaker eliminated a whole class of game design jobs platformers you can make in godot menu based games too, though Twine also works well for that etc etc until you have a prdouct that you can justify sinking money into an engine for (the engine isn't THAT expensive geez and it's the most fun part to write) yeah I think you got this backwards, we should pay for the CONTENT not the structure it lives in. Why not just use godot? why not use a Warcraft 3 map? there are some things you can't do in Warcraft 3. You couldn't make Supreme Commander, probably, at least it wouldn't be as good. etc etc that's how it goes... game design, amiright? I miss thinking about that. Anyway gtg gotta log off for a bit [101 characters remaining] ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════════──────────────────┘ --- #12 fediverse/4596 --- ═════════════════════════════════════════════════════════════────────────────────── @user-1707 hey, I'm working on a project. Might need some python, I tend to prefer Lua but it's pretty similar. It uses fediverse software and cheap hardware, think raspberry pi's except risc-v also it might use distributed local LLMs not to generate text, that's garbo and lame and stupid. Instead it uses them to transform text, maybe even translate text, into a more summarized form. Intentionally losing data, like a jpeg compression but for text. Might need some python for that. To glue it all together. The "distributed" part is a whitelist, so we'd need to write that too. Various small little utilities like that for connectivity. oh also there's a one-way ethernet cable that connects two of the boards so we'd need to store some information (easy) and send some UDP packets (hard) anyway it's pretty neat, lmk if you want my contact details and I can tell you about it. I might even be able to pay you. (everything open source, no telemetry, no backdoors, everything private is encrypted, etc etc) ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════─────────────────────┘ --- #13 notes/contractual-labor --- ════════════════════════════════════─────────────────────────────────────────────── I feel like the IT people who work at schools should be the ones who teach classes on computer science. I'd much rather have a class taught by a sysadmin than a teacher who can barely teach them excel and garageband. I mean c'mon computers are the future idk why we don't get that yet. Kids need to know this stuff. It's not like it's super complicated and difficult, you just have to think about it a certain way. Once that "clicks" you have a lifetime to learn about how wonderful they are. Everyone in IT has that moment, for me it was installing (and then subsequently modding) video games. Sometimes I spent more time tweaking my system than I did actually playing games - and the kinds of games I preferred were the ones that relied less on agility and were more mental. Strategy games are what inspired me because I could think about them - and that felt somehow more useful. Like I was learning. When I would learn fighting games or FPSs I felt like I was learning a skill, like how to use a hammer or how to ride a bike. And idk, I felt like video games could never match reality. Like "oh boy imma push the B button to swing this sword" versus "hey look at me I'm swinging this stick just like a sword and imagining so hard that I can picture it" - but with strategy games, you never really found opportunities to practice that kind of skill. Like how often are you in a situation that demands mental performance? We've sorta optimized our society away from that, and toward a more passive stressed out compliance. like... climate change is a thing, and nobody's doing anything about it? We're still pushing down the levers that cause greenhouse gas emissions to go up? Like c'mon what's our plan. I think people who guide massive oil companies and such should be replaced if they're intentionally guiding the ship toward destruction. Like that's just dereliction of duty I tell ya. Oh, what's that? They're compelled to maximize profit by the contracts and restrictions of their share--holders? I mean c'mon it's well past time for that. And what's all this about inequality? Jeez and racism and homophobia and forced contribution - man people really put up with a lot of shit. Kinda makes me feel like we should make solving those problems our highest priority? So we can move forward as a species? Like who cares about all that other shit. None of it matters. Like, what's even the point. We're all just "here", in the now, and what can we do but respect it? It's our duty and our diligence to protect the present, as citizens of the temporal experience of earth. Honestly, if the earth was alive would you be fine if it died? I can't believe that. It's well past our due date. Just get it over with. Maybe it'll be hard for a couple years, but you have the technology now to completely dominate the earth. No animal besides man proves any threat to man, and we're telling you - you can - and that's something that you gotta remember. ... I hear it in the birdsong. I hear it in the air - it rumbles as cries at me from across and just over there. I hear in it's whispers, in it's most gallant of confells (?) (confused scrambling? it's talking about a car crash) Outside of my window there's a highway. Just on the other side of a concrete partition. Between me and the partition there is a lake, with trees and flowers and an island where people can picnic or have a barbeque. Around this path there are walkways, and arranged just so - the trees that have grown here are taller than the homes. I live on the third story. I absolutely love it. It feels like a treehouse. But my apartment is near a curve in the highway. It isn't much, nothing out of the ordinary, but even still there are slightly more crashes there than in other parts of the highway. Statistically. I hear sirens every day I also live right next to a fire-station. Well, it's on the same block. But even still it's a very interesting neighborhood. There's shops and food just across the highway, and closer to home there's a small section that has cheaper options. As a perpetual college student, I appreciate that. But... I've never really gone and used it? I dunno, spending money at a restaurant just didn't seem like a good use of my money. I only have so much of it you know. I'd love to be fed but I can't afford it - I wish I could. I still eat well, I mean I'm not starving over here. I know I've lost weight, but I dunno I just forget to eat. It's like... not that big of a deal for me. whatever right? ... the birds talk about me behind my back. They think I can't understand them but sometimes I can. If I listen. But I dunno it takes a lot of effort. It's... sorta like understanding what R2-D2 is saying. Or interpreting the meows of a cat. They know me as the witch. I'm not very good yet, and they know that. But they know what to expect. /shrug I've been working on a video game recently. It's been a lot of fun doing programming. I like writing software and developing complex systems with interesting interactions. I love designing the machinery that creates a program. It's like... tinkering. It feels like building with blocks or legos, except it's for little machine parts. And then there's just sending data to and fro and modifying any operations it performs on it, and eventually that data reaches some endpoints that create an effect that is displayed to the player. Or user. I should say user. Not all software is video games you know. ... I knowww but they're the most interesting! I love how they are designed around mechanics! like... game design is fundamentally about breaking down the world into ideas for how it should *work*, like how it should behave. It's amazing and I love it! It's all I can think about! I am utterly consumed! I'm also pretty sure I'm autistic. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════──────────────────────────────────────────────┘ --- #14 fediverse/6012 --- ══════════════════════════════════════════════════════════════════════════───────── okay picture this: take the open-source source-code for the City of Heroes server (I think it might have been leaked or something? idk) and make an MMO in the same engine using the Mastermind class. In most MMOs, you can have one or two pets at a time. In City of Heroes, Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just enough for a pokemon team wouldn't that be a neat proof of concept. Also there's flying built into the game, and you can teleport and run really fast so like, just animate your character hopping on one of your pokemon's back and you've got travel powers or whatever. I don't play Pokemon very much hehe but I like the aesthetics. https://wiki.ourodev.com/Volume_2_Build instead of abilities on your action bar, you'd have movement commands for each individual pokemon. They'd use their abilities automatically and periodically, and there'd be lots of knockbacks, crowd-control, and target switching. (which is common in CoH mechanics anyway) I mean, only if you're into that sorta tng ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════────────┘ --- #15 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 │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #16 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 │ ╘═════════╧╧═══════════════════════════════════════════════════════════════════────────┘ --- #17 notes/my-desired-profession --- ═══════════════════════════════════════════════════──────────────────────────────── I want to work with compute shaders. massively distributed computations that handle things using the graphics card. That's why I want to make low-level games, because you can utilize your system to it's utmost potential by sacrificing the incredibly expensive modern gaming graphical requirements. like honestly, we don't need ray-tracing in a poker game. Seriously use that graphical technology for more interesting things, like manually computing every single hair on the other player's character model ... wait bad example ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════───────────────────────────────┘ --- #18 fediverse/465 --- ═════════════════════════════════════════════────────────────────────────────────── ┌───────────────────────┐ │ CW: cursing-mentioned │ └───────────────────────┘ https://ritz-menardi.neocities.org/wow-chat/wow-chat Hey, I made a pretty simple game. I'd like to add more to it, like dynamic quests (shouldn't be too hard) and co-operative experiences, but for now you can play on my simple server. Let me know if you think that "Risk of Rain in the World of Warcraft engine" is a neat game, because if so then you (as the person who has power over me in this capitalist system) can hire me as a game designer (the profession that most aligns with my designs of the future) and together we could make something most beautiful. What's that? You're just the same as you and I? A person in a random world with a singular expression of our own will (defined by our perception and intentions) who consists of the consequences of the "best decisions we could have made at each and ever decision-making point" throughout the totality of our collective life and experience? Happy new years. 2024 is gonna be awesome and great. I can't fucking wait. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════─────────────────────────────────────┘ --- #19 fediverse/1116 --- ╔═══════════════════════════════════════════════───────────────────────────────────┐ ║ ┌──────────────────────┐ │ ║ │ CW: eye-contact │ │ ║ └──────────────────────┘ │ ║ │ ║ │ ║ It's important to build self-hostable computing components of video games (as │ ║ in, old style games where you could host a server on any machine instead of │ ║ just the ones owned by the corporation) (as in, your machine, yes yours) │ ║ (something you can control and observe, something within your control) │ ║ │ ║ ======================= stack overflow ===================== │ ║ │ ║ there are two ways to play Unreal Tournament (capture the flag) gamemode. The │ ║ first is to run past all your enemies and fire at them as you pass, which is │ ║ what some of the bots are designed to do. The rest stay on defence, and defeat │ ║ any enemies that approach. │ ║ │ ║ however, they never push the borders of their "territory" forward - each │ ║ according to the different "lanes" or "directions of approach" │ ║ │ ║ I like the use 32 bots, to simulate a more consistent gameplay experience. It │ ║ feels more like ww1, fighting over ground, pushing forward and attempting to │ ║ outmaneuver your foes. │ ║ │ ║ some allies will approach from behind, and you let them pass forward while │ ╟─────────┐ ┌───────────┤ ║ similar │ chronological │ different │ ╚═════════╧════════════════════════════════════────────────────────────┴──────────┘ --- #20 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 │ ╘═════════╧╧════════════════════════════════════════───────────────────────────────────┘ |