This is why sighthounds are the best doggos. No other pupper can be a large dog while still taking up that little space, by shedding an entire superfluous dimension.
This is why sighthounds are the best doggos. No other pupper can be a large dog while still taking up that little space, by shedding an entire superfluous dimension.
The other thing that needs to die is hoovering up all data to train AIs without the consent and compensation to the owners of the data. Most of the more frivolous uses of AI would disappear at that point, because they would be non-viable financially.
The first time I played My Time at Portia, I had the same issue, and it felt like it took ages and ages to do the bridge. It was much easier on subsequent playthroughs. Basically what I did was build about 6 furnaces to get the crafting going early on, and always had at least 2 of each subsequent crafting station (more as space and resources allowed, although there were a few that just one was sufficient for. Making sure you get a crafting commission every day really helps as well, because that’s your main source of income, which makes it easier to afford more land, inventory upgrades, etc. Fishing is also ridiculously lucrative once you get good at it.
What my Portia daily routine normally looks like is something like this:
Wake up, check mail (if any).
Grab resources that have crafted overnight (if any).
Go to town hall and pick a commission, looking for something that I have most or all of the materials to craft. The plan is to get it made and delivered that day if possible, so if there’s a choice of something that doesn’t pay well but can be done immediately or something that pays better but will take 2-3 days to make happen, I pick the low paying one.
Check map to see if any locals have quests that day. If they do, go and get the quests.
Go home and craft the commission item, plus any items required by other quests picked up that day. If any crafting stations have finished production, set them going again.
Deliver crafted item to recipient(s).
Gather resources for the rest of the day. I usually pick one activity and stick to it, say mining, fishing, hunting (the sound of dying colourful llamas makes me sad, but I want their pelts), etc.
Check crafting stations when stamina has run out. Set more crafting going if needed.
Go to bed.
The other thing is that the big “main” quests for building those major projects aren’t necessarily meant to be done quickly, as they’re the bigger story events that gate your progress through the game. Once I stopped trying to get them done as quickly as possible, and let myself get sidetracked on other stuff, I enjoyed the game a lot more. I spent quite a lot of time just spending whole days on, say, just mining, or harvesting wood, or fishing, while ignoring the bridge entirely. (I actually think I spent about two weeks fishing once. I got really, really into it. It then took me another week to sell them all.) By the time I thought “oh yeah, I should do that bridge thing”, I had more than enough of all the resources needed, and then it felt really quick to do. I ignored quite a lot of main quests for a really long time, including one that narratively I should have done much quicker. Let’s just say that
Portia went without clean drinking water for so long that everybody should have died
Speaking purely from my own experience, the mistake I made with My Time at Portia the first time I played it was I was too focused on being goal-oriented by following the main quest. But the game’s not really about that. I had a much better time when I slowed down, focused less on the main quest, and more on crafting stuff for the locals (so many stone stools) and selling them preposterous amounts of fish.
Well I’m never getting that thought out of my head.
I don’t think so. My Time at Portia has a day-night cycle and I love that game.
The weird thing about Stardew Valley is I cannot understand why I don’t like it. I’ve tried to like it. I’ve poured many hours into games in the same genre, but I haven’t even managed to get 2 hours into Stardew Valley and I do not understand why. I can’t point at anything in particular that doesn’t work for me, and it’s exactly the kind of game I love to play, so I’m honestly perplexed as to why I don’t like it.
The following trait should be added under Sonic: “frees animals from villain who has turned them into robots”.
And the following under Musk: “kills animals by implanting robot chips in their brains”.
The scales of the two are nowhere near comparable. A human can’t steal and regurgitate so much content that they put millions of other humans out of work.
But this is the point: the AIs will always need input from some source or another. Consider using AI to generate search results. Those will need to be updated with new information and knowledge, because an AI that can only answer questions related to things known before 2023 will very quickly become obsolete. So it must be updated. But AIs do not know what is going on in the world. They have no sensory capacity of their own, and so their inputs require data that is ultimately, at some point in the process, created by a human who does have the sensory capacity to observe what is happening in the world and write it down. And if the AI simply takes that writing without compensating the human, then the human will stop writing, because they will have had to get a different job to buy food, rent, etc.
No amount of “we can train AIs on AI-generated content” is going to fix the fundamental problem that the world is not static and AI’s don’t have the capacity to observe what is changing. They will always be reliant on humans. Taking human input without paying for it disincentivises humans from producing content, and this will eventually create problems for the AI.
Yep. I used to be an accountant, and that’s how trainees learn in that field too. The company I worked at had a fairly even split between clients with manual and computerised records, and trainees always spent the first year or so almost exclusively working on manual records because that was how you learned to recognise when something had gone wrong in the computerised records, which would always look “right” on a first glance.
Yep. Life does just seem… permanently enshittified now. I honestly don’t see it ever getting better, either. AI will just ensure it carries on.
AI is also going to run into a wall because it needs continual updates with more human-made data, but the supply of all that is going to dry up once the humans who create new content have been driven out of business.
It’s almost like AIs have been developed and promoted by people who have no ability to think about anything but their profits for the next 12 months.
Kind of depressing that the answer to not being replaced by AI is “learn to use it and spend your day fixing its fuckups”, like that’s somehow a meaningful way to live for someone who previously had an actual creative job.
Not even then. I think the thing that’s easy to forget about shareholders is they’re not doing this because they’re evil and get off on watching people suffer. They’re doing it because their own personal inadequacies are so vast that the only way they can cope with life is by trying to fill that enormous emotional hole with money. As a result, even when every other person on the planet has been crushed and ground into paste, and just one person with this mindset finally owns everything… it still won’t be enough for them. They will still be left with that unfillable emotional hole. They will still be empty inside.
I literally responded to that link with an out loud “oooooooooh!”, my standard “yes I want it” sound. Spiritual successor to Freelancer with Lovecraftian elements? Ticks all the right boxes.
I’ve definitely thought about modding Freelancer, but haven’t quite found the right ones yet. I tried Discovery (I think it was), and felt that the changes to the enemy AI and equipment (such as constantly using shield batteries and nanobots) just made gameplay more frustrating than enjoyable, because it made every single battle challenging - no more just chilling out while hauling random stuff through trade lanes. I’d really love a mod that adds new systems, planets, locations, ships, etc without dramatically changing the gameplay to be exclusively about the combat.
Agreed! I think a lot of games benefit from trying to do one thing really well, rather than multiple things badly, and Freelancer is unapologetic about focusing on doing the in-ship stuff well. Games that try to do both the in-ship and not-in-ship elements end up either with both being done badly, or one just feeling like it serves little purpose in the game.
I still have a soft spot for Freelancer, despite all the years that have gone by (and aside from some minor UI issues, plays perfectly on a modern PC), and it still looks remarkably nice for its age, too. The story is pretty linear, and the characters not hugely memorable (despite some voice acting from George Takei, John Rhys-Davies, and Jennifer Hale), but it’s just fun to play. It can be challenging if you want to venture into areas less travelled, but because progress through the game is largely dependent on the money you earn (in-game), if you just want a chill evening, you can just trade goods.
And like… this is a game I’ve been playing on and off for 20 years, and occasionally I still find something new. I played it a couple of months ago, committing to docking with every planet and station… and discovered a new trade route that was both shorter and more profitable than the one I had been using. It probably only cut 10 minutes off my three stage trade run around the entire map, but it was still kind of exciting to go “oooh, I never realised this was an option!” All because I visited a station I don’t usually visit.
As many a person has said before when an outlandish and unproven claim is made: pics or it didn’t happen.
Yeah, let’s face it, AI will be used to make sure the super-wealthy pay even less tax than they already do. Neither AI nor its carbon emissions will ever be taxed.