Identified the genre and gameplay loop of AI
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Identified the genre and gameplay loop of AI
AI's always been weird. Back when I first started playing "malf ai" was a common gamemode where the only antag was the AI trying to go delta. and since this was before science and mining got a load of bullshit tools, they actually had a chance (disregarding perseus adminbus on LLAstation). It's always been weird, but I realise a genre originating AFTER malf AI was created defines the genre it is a part of.
The AI going delta is A five night's at freddy's reference.
Let me lay it out:
as you can see, Malf AI is literally five nights at freddy's. I'm sure there are more similarities, but I'd rest my case otherwise.
The AI going delta is A five night's at freddy's reference.
Let me lay it out:
as you can see, Malf AI is literally five nights at freddy's. I'm sure there are more similarities, but I'd rest my case otherwise.
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Re: Identified the genre and gameplay loop of AI
This just proves it
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Re: Identified the genre and gameplay loop of AI
cabinet man is just a fnaf reference
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Re: Identified the genre and gameplay loop of AI
in the words of raveradbury
this just proves it
wait shit I realized AI is my second most-played job no I'm not a fnaf player NOOOOOOOOOOOOOOOOOOOOOOOOO
this just proves it
wait shit I realized AI is my second most-played job no I'm not a fnaf player NOOOOOOOOOOOOOOOOOOOOOOOOO
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Re: Identified the genre and gameplay loop of AI
Makes perfect sense to me
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Re: Identified the genre and gameplay loop of AI
in five night's at freddy's: sister location, you start your shift by giving your adversaries "controlled shocks." this is prevalent in a later fnaf game at well. This is reminiscient of the turrets the AI has, which give non-lethal controlled shocks. This is also the purpose of the controlled shocks in five nights pizzeria- controlled shocks are used to stop your adversary from getting up and killing you- the hardstun cancels their "jumpscare" action, just like hardstuns from turrets cancel someone's "weld down wall" action.
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Re: Identified the genre and gameplay loop of AI
this is an unusually high quality post.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Identified the genre and gameplay loop of AI
when did ''gameplay loop'' become the new buzzword?
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Re: Identified the genre and gameplay loop of AI
I feel like I've been having to read it for close to a year now? I think video essays did it to them. It's painful I think because it suggests a level of knowledge that isn't actually there. I doubt most developers have ever used it.Tlaltecuhtli wrote:when did ''gameplay loop'' become the new buzzword?
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Identified the genre and gameplay loop of AI
I was reading game dev books in the early teens and it was coming up then.cacogen wrote:I doubt most developers have ever used it.
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Re: Identified the genre and gameplay loop of AI
most tlal post ive ever readTlaltecuhtli wrote:when did ''gameplay loop'' become the new buzzword?
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Re: Identified the genre and gameplay loop of AI
game designers use the term "gameplay loop" often and have for years especially when referring to both individual mechanics and of the game as a wholecacogen wrote: I doubt most developers have ever used it.
source: am game designer
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Identified the genre and gameplay loop of AI
I don't like using it because it reminds me that this is an actual video game, but mothblocks keeps bullying me into itcacogen wrote: I feel like I've been having to read it for close to a year now? I think video essays did it to them. It's painful I think because it suggests a level of knowledge that isn't actually there. I doubt most developers have ever used it.
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Re: Identified the genre and gameplay loop of AI
I'll take your word for it. It's obnoxious when people who aren't developers use it, though.
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Identified the genre and gameplay loop of AI
i agree fwiw
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Identified the genre and gameplay loop of AI
Actually using the concept of gameplay loop reveals why the structure of SS13 has fundamental flaws.
It is also why an incredibly simple game like among us is so much more popular than ss13. The concept of both is "Do your job on a space station while a traitor is trying to kill you". Only among us capitalizes on that concept and ss13 drifts about because it has so many things distracting from that core concept, it also fails in having a clear game ending objective for the crew, the only way for the game to end is by voluntarily ending it through shuttle call (of course some modes break this rule).
It is also why an incredibly simple game like among us is so much more popular than ss13. The concept of both is "Do your job on a space station while a traitor is trying to kill you". Only among us capitalizes on that concept and ss13 drifts about because it has so many things distracting from that core concept, it also fails in having a clear game ending objective for the crew, the only way for the game to end is by voluntarily ending it through shuttle call (of course some modes break this rule).
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Identified the genre and gameplay loop of AI
Antagonists are fundamentally opposed to both job gameplay and roleplaying. The immediacy with which they can force people to sit out for long periods of time make roleplay not worth the risk and jobs not worth the time. I'm not saying the game would be better without antagonists. Just that they often disincentivise doing your job or roleplaying in favour of not wasting your time or having to sit out.
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Identified the genre and gameplay loop of AI
AI has the highest APM requirement of any job. The entire time I am panning across the station, looking for trouble. Also setting all the intercoms to my private frequency, with the speaker off and microphone on, so I can get intelligence as well. If a threat to the station is located, my job is to lock it down with firelocks, report its location, and prevent human harm.
If you do your job as AI correctly, nobody dies.
It's a hard job to do. It's like pitching a perfect game
If you do your job as AI correctly, nobody dies.
It's a hard job to do. It's like pitching a perfect game
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Re: Identified the genre and gameplay loop of AI
To Be Fair, You Have To Have a Very High IQ to Understand Playing AI
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Re: Identified the genre and gameplay loop of AI
Really? I find AI to be really low paced most of the time. I usually scroll the camera a bit. Asimov prevents meaningfully stopping harm happening anyway due to how restrictive it is.Helios wrote:AI has the highest APM requirement of any job. The entire time I am panning across the station, looking for trouble. Also setting all the intercoms to my private frequency, with the speaker off and microphone on, so I can get intelligence as well. If a threat to the station is located, my job is to lock it down with firelocks, report its location, and prevent human harm.
If you do your job as AI correctly, nobody dies.
It's a hard job to do. It's like pitching a perfect game
I did stun a captain that was executing a nuke ops once, hilarity ensues when the entire station got mad when the ops got up, shot the captain and stole the disk.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Identified the genre and gameplay loop of AI
You gotta get more active with your door bolting/firelock usage. Antagonists can be in your area for a few seconds. If security mentions a criminal on their security line, locate him and report back where he is. Turning on the intercoms at HoP's office/chemistry is useful, because it tells you who the troublemakers are. The assistant who got all access, the Atmos Tech that got thermite from the chemist, all feeds into the threat profile of the crew, knowing who to trust and who to keep tabs on.CPTANT wrote:Really? I find AI to be really low paced most of the time. I usually scroll the camera a bit. Asimov prevents meaningfully stopping harm happening anyway due to how restrictive it is.Helios wrote:AI has the highest APM requirement of any job. The entire time I am panning across the station, looking for trouble. Also setting all the intercoms to my private frequency, with the speaker off and microphone on, so I can get intelligence as well. If a threat to the station is located, my job is to lock it down with firelocks, report its location, and prevent human harm.
If you do your job as AI correctly, nobody dies.
It's a hard job to do. It's like pitching a perfect game
I did stun a captain that was executing a nuke ops once, hilarity ensues when the entire station got mad when the ops got up, shot the captain and stole the disk.
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Re: Identified the genre and gameplay loop of AI
No this is complete shit tier AI playing, you are not securities doormat. You aren't even on their side, you prevent harm, whatever side it comes from.Helios wrote: If security mentions a criminal on their security line, locate him and report back where he is.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Identified the genre and gameplay loop of AI
Honestly I prefer to just vibe as a silicon. It's too easy to ruin the round for less experienced antag players as an experienced AI if you powergame.
(2:53:35 AM) scaredofshadows: how about head of robutts
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Re: Identified the genre and gameplay loop of AI
If the station runs smoothly, they'll be using tasers, not lasers, to apprehend criminals.CPTANT wrote:No this is complete shit tier AI playing, you are not securities doormat. You aren't even on their side, you prevent harm, whatever side it comes from.Helios wrote: If security mentions a criminal on their security line, locate him and report back where he is.
If the station degrades sufficiently, as an AI you have to change your calculus, but if you are doing your job it never gets to that point. Security is on the station for a reason.
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Re: Identified the genre and gameplay loop of AI
So you are busy because you ignore asimov and validhunt the entire round, got it.Helios wrote:If the station runs smoothly, they'll be using tasers, not lasers, to apprehend criminals.CPTANT wrote:No this is complete shit tier AI playing, you are not securities doormat. You aren't even on their side, you prevent harm, whatever side it comes from.Helios wrote: If security mentions a criminal on their security line, locate him and report back where he is.
If the station degrades sufficiently, as an AI you have to change your calculus, but if you are doing your job it never gets to that point. Security is on the station for a reason.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Identified the genre and gameplay loop of AI
If trying to contain blood cults summoning their dark god through human sacrifice, or nuclear operatives trying to kill every single person on the station through a nuclear explosion is "validhunting", you aren't following Asimov yourself.
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Re: Identified the genre and gameplay loop of AI
If you send security officers to handle those threats, you are intentionally causing them to move near danger.Helios wrote:If trying to contain blood cults summoning their dark god through human sacrifice, or nuclear operatives trying to kill every single person on the station through a nuclear explosion is "validhunting", you aren't following Asimov yourself.
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Re: Identified the genre and gameplay loop of AI
As an AI, I strive to do the absolute minimum number of tasks possible. I keep an eye out for human harm, and I follow law 2 orders from humans. That's it.
If you're being helpful even when your laws don't obligate you to be, you aren't doing AI right.
If you're being helpful even when your laws don't obligate you to be, you aren't doing AI right.
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Re: Identified the genre and gameplay loop of AI
How proactively helpful I am heavily depends on the station pop. If every department is staffed, just chillin'. If there are big gaps, I try not to let them be miserable about "there's no power" or "there's nobody doing R&D" or the like.Farquaar wrote: If you're being helpful even when your laws don't obligate you to be, you aren't doing AI right.
(2:53:35 AM) scaredofshadows: how about head of robutts
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Re: Identified the genre and gameplay loop of AI
As Mike Schmidt, I strive to do the absolute minimum number of tasks possible. I keep an eye out for animatronics with the door lights and opening the hall 2b camera to stall foxy and freddy, and I close the doors when bonnie or chica are there. That's it. If you're checking cameras even when the situation doesn't require you to be, you're going to run out of power.Farquaar wrote:As an AI, I strive to do the absolute minimum number of tasks possible. I keep an eye out for human harm, and I follow law 2 orders from humans. That's it.
If you're being helpful even when your laws don't obligate you to be, you aren't doing AI right.
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Re: Identified the genre and gameplay loop of AI
How proactive I am checking cameras depends on how many animatronics are moving. If everyone is where they're supposed to be, just chillin'. If I don't know where any of them are, I try not to be miserable about "If I keep this up I'll run out of power" or "I can't be sure they aren't in the dining hall" or the like.Pandarsenic wrote: How proactively helpful I am heavily depends on the station pop. If every department is staffed, just chillin'. If there are big gaps, I try not to let them be miserable about "there's no power" or "there's nobody doing R&D" or the like.
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Re: Identified the genre and gameplay loop of AI
never played fnaf because im a massive pansy
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Re: Identified the genre and gameplay loop of AI
*screams in your face* ahh! ahh!saprasam wrote:never played fnaf because im a massive pansy
lol scared you
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Identified the genre and gameplay loop of AI
never played AI because im a massive pansy (scared I'll get banned if I miss a law 2 order)saprasam wrote:never played fnaf because im a massive pansy
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Re: Identified the genre and gameplay loop of AI
this just proves it
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Identified the genre and gameplay loop of AI
i remember when these shits were flavour of the month on /v/ and just not getting it at all they sucked and i'm glad furries ran it into the ground with their illness
technokek wrote:Cannot prove this so just belive me if when say this
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Re: Identified the genre and gameplay loop of AI
This is utterly genius
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Re: Identified the genre and gameplay loop of AI
Finally a horror game that's actually scary being screamed at by men in fursuits
technokek wrote:Cannot prove this so just belive me if when say this
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