Kobolds with a keyboard.

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Joined 1 year ago
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Cake day: June 5th, 2023

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  • In fact, the clip was a scripted experiment by a Reddit user who fed NotebookLM a detailed prompt instructing it to simulate a conversation about the existential plight of an AI being turned off.

    Someone gives an LLM a prompt, gets the result they asked for. Not sure what the collective gasp is about. Is it interesting to think about? Sure, I guess, but we’ve had media about AI achieving sentience for a long time. The fact that this one was written by an AI in the first person is its only differentiating attribute.


  • The only downside is that the participants need to be familiar enough with their chosen game to do a randomizer which means roping in casual players is difficult.

    Casual players can be fine with some games. Some actually become easier with Archipelago (e.g. Noita, Risk of Rain 2) since you’re getting meta-progression between runs that normally wouldn’t be there. Others though are especially punishing for new players (Doom comes to mind - you have to be pretty intimately familiar with the levels. There’s keys hidden in secret areas sometimes, for example, and ammo can be very scarce.)


  • KoboldCoterie@pawb.socialtoGaming@beehaw.orgall better
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    11 days ago

    Every time I see this, I can’t help but feel like it works better without the third panel. Showing it happening dulls the comedic impact of the final panel. Anyone who doesn’t know what Kirby is about isn’t going to understand the comic anyway, and anyone who does doesn’t need the third panel to understand what happened.


  • One brother is on an Xbox One is on a PC One is on a steam deck with WiFi hotspot.

    That’s going to be the limiting factor.

    Are you specifically looking for something to play against each other? There’s some pretty good options for co-op games with crossplay, and that might make for a more friendly experience, but if you’re in the mood for something competitive, options are a little more limited.

    Some potential options:

    • Destiny 2
    • Monster Hunter Rise
    • The Ascent
    • Borderlands 3
    • Warframe
    • Remnant 2

    If you all had a PC, you’d have a lot more options. Maybe two of you should consider going in on a Steam Deck for Brother #3 for Christmas!


  • Not only WoW, but most old MMOs were built around being social experiences. The really old ones (Everquest, most notably) were basically chat rooms with games attached. The gameplay was very slow, and you relied heavily on other players to progress, so you spent a lot of time just chatting with people, either in zone chat or in groups or in guilds. Over time, you started to recognize the same names showing up in the same places, or as you progressed, the same players would be progressing at the same pace so you’d keep seeing them as you moved from zone to zone.

    It was also a lot easier to build friendships for otherwise socially awkward people. You had an immediate common interest and common goal (advancing in the game), so you had common ground to talk about, and a common activity to enjoy together, but during the downtime, conversation would often shift to other things - where you lived, how old you were, what your hobbies were… so you’d get to know people ‘outside the game’, too.

    Nowadays, WoW and other MMOs are much more fast-paced, and much more solo play oriented. There’s still group-required content, but it’s very action-heavy; you don’t have a lot of time that you’re just sitting around chatting, and groups are much more short-term things. 15 or 20 minutes, whereas once upon a time, it was 3+ hours as standard.

    I met my oldest friend in an MMO about 24 or 25 years ago… we accompanied each other to a few different games over the years, and now we aren’t playing anything together, but we still talk. I flew across the country to attend his wedding a couple years ago. Similarly, I met my wife in WoW. Our first “date” was killing bugs in Silithus together. We’ve been together for about 18 years.

    Old (as in, early-late 2000s) MMOs generated a lot of friendships; this isn’t at all an uncommon story to hear from people who played them at that time.



  • if you have a more effective metric in mind, I’d love to hear it instead of just pointing out flaws

    I mean, isn’t the whole point of this comment section to discuss the merits and flaws of the proposal you’ve made? If we’re not discussing the downsides, too, what’s even the point?

    That said, an ideal system would be a measure of the quality of content, not the quantity of content so, as another user has suggested, some measure involving net upvotes might be more effective. Yes, obviously a user can create multiple accounts to upvote everything and fuck with that metric, but I kind of doubt many folks would go to the trouble.

    Maybe some combination of PCM and the average number of votes divided by the number of active users could generate some sort of quality metric. At the very least it might be a measure of engagement.



  • “[Horse Armor] must have been [sold] in the millions, it had to be millions,” Nesmith said. “I don’t know the actual number, I probably did at one point, I just no longer remember that. And that was kind of a head shaker for us: you’re all making fun of it and yet you buy it.”

    And that right there is the reason why the industry is absolutely saturated with this shit now. If people had just chilled the fuck out when this shit was first introduced, made sure it was an absolute flop from a sales perspective (not only for this one, but for others that were released back then, too), we might be in a better place now.










  • Heaven’s Vault is a game about archaeology and translating a dead language. You explore a unique solar system and discover ruins, in which you uncover artifacts, and bits of text. Through context clues, you translate the passages to uncover the storyline. It’s not difficult, so if you’re looking for a puzzle, this won’t really do it for you, but it’s more of a narrative experience. If you aren’t sure about a word or phrase, you can give it a guess (based on assigning words from a collection of possible translations to specific symbols), and the game will remember that choice and let you slowly revise your translations as you find new text that rules out prior incorrect guesses. There’s an interconnected storyline with multiple paths to follow, and a very unique world - haven’t seen anything like it in other games.

    The game has a NG+ mode wherein you start with all of your translations from the first playthrough intact, but, most of the bits of text are considerably longer and more involved, letting you use your prior knowledge to uncover more of the story and the lore of the world, which is also neat.


  • In Grotto, you play the role of a soothsayer living in a cave who is occasionally visited by members of a tribal society living nearby. They come to you with problems, and they want you to present your opinion, but you can’t speak. You have access to constellations of stars, which each hold different meanings, and you must present your answers in the form of a single constellation, which the petitioners are left to interpret.

    You’ll feel a bit of frustration as your intended message is missed completely in favor of something that the petitioner wanted to hear, and the same constellation might mean different things to different people, but that’s just part of the game. The story unfolds around you and its progression is communicated to you only through the explanations your petitioners give for their visit. Each is a uniquely unreliable narrator, so what you believe is for you to decide.

    Two endings, and an interesting story with some occasionally unexpected consequences that might make you feel bad, so if a game giving you a case of the sads is unappealing, maybe take that into consideration.


  • Ooh, I’ll play.

    Final Profit: A Shop RPG is an RPG about a deposed elf queen who opens a humble shop and slowly advances through the ranks of the Bureau of Business with the eventual goal of defeating Capitalism from within. It’s unique. It has some incremental game like mechanics, and can get a little repetitive in the mid-game, but it has a surprisingly compelling story and a lot of unfolding mechanics that keep it interesting all the way through.

    Roughly a 30 hour playthrough with many endings, NG+ and some optional challenge modes that remove or change some of the most obvious strategies for advancement, so if you finish it and still want more, you can play through again with a somewhat different experience.