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Joined 1 year ago
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Cake day: June 13th, 2023

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  • In terms of games that were so advanced they almost feel like they were made by time travellers:

    • Elite (1984) - procedural open world space sim

    • Ultima VII (1992) - full NPC schedules, open world and day/night system so you could rob stores at nights, follow people, etc. and awesome exploration. In 1992!

    • X-COM (1994) - a voxel-based LOS system, destructible environment, z-levels, natural elevation on terrain (deforming the isometric grid), reaction fire, etc.

    • Daggerfall (1996) - a faction system, procedurally generated areas and quests, a lot of options to get to different areas (climbing, levitation, etc.)

    • Thief (1998) - a full sound simulation with different materials having different properties, the ability to extinguish torches (dynamic lighting!) and cover metal surfaces, a light system for visibility too (now commonplace).

    • Baldur’s Gate (1998) - a semi open-world AD&D2e implementation - with co-op multiplayer! (most modern games don’t manage this)

    • Deus Ex (2000) - a branching FPS/RPG campaign where choices matter with a basic stealth system and lots of approaches to each level. It was basically a completely modern game out of nowhere in 2000.

    • Runescape (2001) - one of the first major graphical MMORPGs with a full player economy.

    • Morrowind (2002) - a fully 3D open world with a lot of options for magic (including custom magic) and exploration.

    • Hitman 2 (2002) - first stealth-focussed game with a full disguise system, map, etc.

    • Oblivion (2006) - like Morrowind but with some NPC schedules (like Ultima VII), a stealth system (based on Thief) and Havok physics based traps.

    • Red Faction: Guerrilla (2009) - fully destructible buildings and environments in an open-world campaign.

    Those are the ones that really stick out (also Super Mario and Zelda on consoles, especially the SNES, N64 and recently on the Switch handheld). It’s a shame that the rate of progress seems to have slowed down a lot at least in terms of ground-breaking features and simulations.

    But who knows maybe Baldur’s Gate 3 and Starfield will both be on future lists like this.

    Ultima VII really sticks out as just crazy though, that game could have released 10 years later and held up.



  • In theory it’s easy to monetise - allow some targeted ads to communities and/or occasional relevant boosted posts, or paid awards like Reddit, etc.

    The issue is greed / growth. They always need more and more - so you end up with more irrelevant ads, political ads, more boosted posts than natural ones, etc. - most companies aren’t happy to just do one thing well with a skeleton crew maintaining it and keeping costs low - they need constant growth.

    Just look at Reddit and Twitter for example.


  • How would this work? What about people that need to contact their parents?

    We need to move away from schools just being prisons for children while parents are at work, and encourage learning and more autonomy over what to study. Imagine having full access to Coursera and EdX and being able to choose what you wanted to study and collect credits like that - building your own syllabus from some of the best educators in the world.

    Let kids program video games together at school, build sensors and robots, do basic genetic engineering (e.g. plant patterns), simulate and build model bridges, etc. like stuff that is actually fun but requires basic skills. So you’re not just memorising the trigonometry equations but really learning it because you need it in your projects.

    And have zero tolerance for disruption and bullying with cameras, etc. It should be a place for collaborative learning, not a prison. It should feel like a much better place to learn than anywhere else.