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Joined 1 year ago
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Cake day: August 26th, 2023

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  • To me it mostly comes down to just three things that give the roguelike experience. There needs to be permadeath, there needs to be some kind of clock (traditionally hunger) that encourages messy solutions and exploration, and the player needs a lot of tools (inventory) to be able to come up with creative solutions to problems. A lot of these action roguelikes are mostly lacking in giving the player a lot of tools and encouraging them to experiment, they are a lot more like build slot machines that are mostly about good physical execution and understanding basic synergies. These games are still fun but not really the same vibe as a classic roguelike. But a realtime roguelike can be done, I’d argue Barony is just that.










  • Something like Microsoft Word or Paint is not generative.

    It is standard for publishers to make indemnity agreements with creatives who produce for them, because like I said, it’s kinda difficult to prove plagiarism in the negative so a publisher doesn’t want to take the risk of distributing works where originality cannot be verified.

    I’m not arguing that we should change any laws, just that people should not use these tools for commercial purposes if the producers of these tools will not take liability, because if they refuse to do so their tools are very risky to use.

    I don’t see how my position affects the general public not using these tools, it’s purely about the relationship between creatives and publishers using AI tools and what they should expect and demand.









  • I think the Berlin Interpretation is quite outdated and was not even good at the time, but I will defend it on this one point. It does not provide a threshold for what is and is not a roguelike, the Berlin Interpretation just lists criteria that are important to consider when determining how roguelike something is. The heap paradox is an exercise for the reader.