I really hated the fact that Fallout 4 doesn't communicate to you what missions are procedural and which ones are actually handcrafted. This is the most frustrating part of that game. The procedural missions lack narrative closure, so you keep playing for a payoff that never comes
This is something I realized about game design: if you have a procedurally generated world like XCOM, almost every playthrough (or "dungeon") has to produce something new to the player. Something like 10% of each run should actually have something new and unique. That's what makes games like Enter the Gungeon and XCOM 2 work and games like early No Man's Sky fail.
Where exactly are you getting this view that folks at Anthropic want to eradicate 9/10ths of the planet's population? Who exactly is pushing this viewpoint?
Literally every single thing they do and say leads me to believe the scenario I described would be a fantasy for them. They're a radical cult collectively blinded by delusions of grandeur and a moral superiority complex who genuinely believe they are the only ones capable of wielding the proverbial sword.
It's a long story. If you're immersed in this world and aware of the movements all of the major AI players (in particular, Anthropic) have been doing over the last 3 years it paints a very clear picture. The patterns of behavior (the lying, cheating, stealing, the gaslighting, the virtue signalling, the grandstanding) speak for themselves.
This feels premature. The thing about the LLMs people use today is that it's a handful of super expensively trained models serving 1000s of use cases ranging from frontier math to recipe planning.
We get to learn the foibles and language of Claude and ChatGPT as a result. The slop is almost detectable if you provide no steering prompts about story structure, narrative structure, or stylistic cues. And most writers are not finetuning the weights to their LLMs explicitly.
If you invest time into doing all that (not really trivial stuff), the results will be better.
I loved these games as a kid. So much so that I made a VR clone of sorts Rogue Stargun (https://roguestargun.com)
Never quite got around to polishing it to the desired level (due to having kids), and Star Wars Squadrons ended up coming out before I even released the game.
I believe the XWA revamp project also has a VR mode
I checked this out, do you have the music available for purchase or download? Loved the song in this trailer, looks cool as well! https://www.youtube.com/watch?v=mdQ_QV2t5vQ
Well Sam Altman finally has built a moat against Chinese open weight AI. Well done. But what will this mean for Cerebras?
I remember when Tesla was building its own inference chips, and after about 2 years and billions spent, the whole effort was scuttled b/c they simply could not keep up with the iteration and R&D cycles of dedicated chip companies. I suspect the same will be the case with OpenAI vs Cerebras + Nvidia/Groq
> Well Sam Altman finally has built a moat against Chinese open weight AI
Hes got a press release.
The issue is, baking something to silicon requires discipline and about 2 years.
This isn't something you can just change your mind on halfway through. Trust me, I know. You need a clear vision of what you want to support, why and what bits of a chip you need to achieve that.
Cerebras is targeting a distinctly different point on the cost/latency curve. They are betting that there will be some high value applications where latency and not just throughput is super important.
It is being used as part of a combined system. For example AWS is pushing for Trainium + WSE 3. The WSE 3 does the decode and the Trainium does the prefill.
Even in nvidia land rubin + LPU does a similar thing.
It has its downsides of course - if your traffic swings prefill heavy to decode heavy, you can't suddenly use your lpu for prefill. With GPUs they're totally interchangeable. Tradeoffs.
There is also the other idea where you run your attention layer on the GPU/TPU/Trainium and the FFN on the SRAM accelerator. Because KV cache is more difficult on cerebras etc, while MOE latency is easier to deal with
> and after about 2 years and billions spent, the whole effort was scuttled b/c they simply could not keep up with the iteration and R&D cycles of dedicated chip companies
That sounds quite like...nonsense?
Chip companies work on years-long cycles. They know today what are they launching 4-5 years from now.
I think the Chinese are going to be building their own chips aided with AI. DeepSeek, z.AI, MiniMax, Moonshot, etc, it's a race. The take off has really started.
I agree more with Yann LeCunn's salty reply. Over long run, knowing how autoregressive language models work from scratch will be just one step in having foundational understanding, and they might become dated... like knowing how a CRT monitor work. Something of historical interest and good for learning, but not crucial to being well-rounded.
There are other types of models like diffusion models right now that are showing more efficiency and have a higher ceiling for improvement. Understanding math and fundamentals are more important.
He has, but I think he's right in the sense that there will be better models. It would be premature to think that the current frontier model architectures will last into the future. It would be like making DVD engineering a standard part of high school curricula
> It would be like making DVD engineering a standard part of high school curricula
I fail to see how PG suggesting that a 17 year old, today, should study something... is in any way a parallel to formalizing it as part of the curriculum.
I would, in fact, expect PG to recommend something completely different in 10 years.
The whole point of hacking is to understand the world around you, today
I remember a friend showing me some stuff about this when they were still trying to pursue the MMORPG route and I am surprised this company is still alive given the amount of unnecessary overengineering that went into that effort.
The model of putting ECS like logic as code and putting all that code as stored procs solves a handful of db transaction issues that none of the major mmorpgs really had issues with 20 years ago when mmorpgs were all the rage and when computers were 100x-1000x slower than today. A lot of engineering is going to solving and cutting out these database round trips that were not even an issue 20 years ago and even less of an issue today.
On the other hand the actual hard parts about building a multiplayer game, such as roll back, physics, collisions, all of that sort of stuff, well this actually doesn't really help with any of that. If anything it makes all of those things even more difficult. I imagine that the developers of this game probably had to come up with some pretty interesting hacks that probably didn't benefit from their DB to get anything resembling physics to work.
Layered on top of that are the known anti-patterns around using stored procs within databases, which spacetimedb does't address at all. You can't really run your tests just on your client because the application logic is split between client and db-server leading to spaghetti code and poor iteration cycles for game design. The database itself also doesn't horizontally scale beyond a single node.
Just take a peek at the steam reviews for BitCraft. The recent ones are actually pretty scathing and it seems like, despite all this engineering, the developers haven't really listened to their playerbase. With all of this effort centered around building a custom database, users still can't, say, build homes for themselves in this game, something that you can certainly do in probably most all other MMORPGs.
I think this will go down as a cautionary example of not listening to your users and spending engineering effort on the wrong types of problems. I think one of the most important skills for an engineer is actually not just having good technical ideas but knowing the right types of problems to solve and, most importantly, listening to your audience, your users, and your stakeholders. I wish the developers the best of luck and hope they can pivot successfully.
I'm almost confident the architecture is the result from some kind of pivot from blockchain gaming.
Previously they talked about "testnet" and you use "energy credits" to pay for services. They also described aspects as being similar to smart contracts.
Naming the game "Bitcraft" circa 2021 is a big tell as well
Oh I'm sure it very enjoyable. This is more on the question of "could it have been a better game with better reviews" if more time had been spent on gamedev versus spacetimedb?
I suspect the answer to that is probably nuanced. Spacetime probably gets more VC funding based on the DB rather than being a game. Trying to make a successful indie MMORPG without pre-existing IP is going to be an uphill battle in 2026 with or without fancy backend innovations.
> Of course, there’s not a lot of studios building MMORPGs right now, and the ones that are building any kind of multiplayer games really tend to prefer their own in-house backends
So which one is it, most mmorpgs build their own backends or clockwork shouldn't have wasted their time building their own backend?
They had to build it anyway, might as well sell it. Similar to Epic and their Unreal engine, right?
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