isaackarth.bsky.social
@isaackarth.bsky.social
Procedural Content Generation! In Video Games!

I'm currently available for hire if you are in need of having something generated, or your generated things aren't behaving.
It's not a panacea. Teaching biology didn't solve all medical controversies, this won't solve all AI problems. But it lets you understand what is actually going on with the things affecting your life.
December 14, 2025 at 6:25 PM
It kind of makes sense to me: it represents words as vectors, so it just finds the nearest vector that conveys roughly similar meaning in context.

...except holy shit we can turn words into vectors and do math on them according to their contextual meaning?

So it wraps back around to being eerie.
December 14, 2025 at 6:17 PM
Sounds familiar.
Was it called minus?
December 11, 2025 at 2:25 AM
I'm just saying that humanity has specifically been training for millennia for the eventuality of encountering alien intelligences that follow their own sense of reality and keep promises even when you don't want them to.
November 20, 2025 at 6:02 PM
Some of you would definitely take fairy gold and be surprised when it turned to leaves in the morning.
November 20, 2025 at 6:02 PM
But overall I think it is very genre-dependent, because a necessary tutorial in one genre is a puzzle-spoiling walkthrough in another.
November 14, 2025 at 10:27 PM
bsky.app/profile/djan...

Playing off Koster's theory of fun, learning how to play is often the fun part of the game, so teaching the player too much too directly can suck all the fun out of the game. It's a balancing act!
A common failure mode is that new players look up too much in the wiki and then find the game boring because they've essentially spoilered themselves.
November 14, 2025 at 10:27 PM
Systems suspense games require discoverability. You can have a wiki-heavy game (Dwarf Fortress) or a heavily tutorialized game that uses it (Stanley's Parable) but in general I suspect they tend towards a lighter touch.

polarisgamedesign.com/2023/underst...
Understanding Systems Suspense
Why is it fun to learn the rules of a videogame? Not just to play the game, but to learn it; to travel from the state of unknowing to knowing, to be surprised when a revelation subverts your expectati...
polarisgamedesign.com
November 14, 2025 at 10:22 PM
My central belief is that if you can induct the player into the core ritual of the game, everything else is a bonus. What's your core loop?

As long as the player has a sense of what they can do next and where to look for information about what to anticipate, they can learn the rest as they go.
November 14, 2025 at 10:19 PM
Games you expect to continually consult the wiki (e.g., Minecraft) have taken some steps for more discoverability, but Minecraft's in-game tutorialization is achievements.

Some markets you expect to have minutes at most to get the player onboard (f2p mobile games, etc.) so it makes sense to rush.
November 14, 2025 at 10:19 PM
Like, I think I'm seeing several categories:
- Knowledge games
- Wiki-reference games
- Onboarding games
- System suspense games
- Any others?

bsky.app/profile/brun...
November 14, 2025 at 10:19 PM
So I think you want Hal Clement, then. Mission of Gravity, etc.

As mentioned, Ander's The City in the Middle of the Night is literally climate fiction on a tidelocked planet, so probably also counts.

Forward's Dragon's Egg is set on a neutron star, but otherwise fits.
October 25, 2025 at 5:41 AM
For some things it'd be cool to be able to do the tool call completely inline; it's theoretically not a hard technical challenge to wire up a calculator as part of inference, but since it takes both training the model and editing the inference I haven't seen an implementation.
October 13, 2025 at 11:12 AM