| ▲ | The Rise of Computer Games, Part I: Adventure(technicshistory.com) |
| 51 points by cfmcdonald 6 hours ago | 10 comments |
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| ▲ | cmos 2 minutes ago | parent | next [-] |
| I loved this game. I want to make it into a mud. |
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| ▲ | WillAdams an hour ago | parent | prev | next [-] |
| For a fascinating insight into "The Colossal Cave Adventure" see the Literate Program version of the source: http://literateprogramming.com/adventure.pdf |
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| ▲ | griffzhowl 2 hours ago | parent | prev | next [-] |
| There was a Hitchhiker's Guide to the Galaxy text adventure, with writing from Douglas Adams. It's entertaining, but insane what you have to figure out to get the babel fish... https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th... |
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| ▲ | glimshe 3 hours ago | parent | prev | next [-] |
| One of my dream games is a truly open world text adventure. I got a glimpse of it by having ChatGPT run this game, but it started hallucinating and misremembering after a few rounds. It has to be perfect to avoid breaking the immersion, but I'd pay $100 for such a game even without graphics. |
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| ▲ | alisonatwork an hour ago | parent | next [-] | | Isn't this what MUDs are? I tried a few in the early days of the internet and even back then they were like much bigger and more dynamic versions of text adventures of the 80s. For me I bounced off the idea that I had to role-play with other humans - I thought it was far more interesting to chat with other humans about real-world topics - but if you are looking for a large, text-based role-play experience then it's probably worth trying out a few. There might even be some that can be soloed these days, there are so many. I think the challenge of trying to make an "endless" game using an LLM is the same challenge that all procgen games face - they are boring for people who are seeking a well-paced narrative. There are players who enjoy the mechanics of looting/crafting/trading/etc who will gladly play games where the story is incidental or emergent, but if you're specifically looking for something with a bit more narrative depth, I'm not sure procgen will ever work. Even if there is a system that tries to project coherent storylines onto the generated world, you still need the player to do things that fit into a storyline (and not break the world in such a way that it undermines the storyline!), otherwise the pacing will be off. But if the system forces the player into a storyline, then it breaks the illusion that the world was ever truly open. So you can't have it both ways - either there is a narrative arc that the player submits to, or the player is building their own narrative inside a sandbox. AAA games try to have it both ways, of course, but it's always pretty clear when you are walking through procgen locations and leafing through stacks of irrelevant lore vs when you are playing a bespoke storyline mission that meaningfully progresses the state of the world. | |
| ▲ | hackshack 3 hours ago | parent | prev | next [-] | | You're on to something. I tried this too, a few months ago, with offline Ollama/Magistral on Mac. "You're a dungeonmaster for a single player adventure game, with me as the player..." It lost track of things almost immediately. But the foundation was there. Maybe if we had a MUD-tuned model... If it has an approximate way to track state, and a "pre-caching" method where it can internally generate an entire town all at once, room by room, so hallucinations are rarer... actually starts to sound like a traditional DM's method of world building for a campaign. Maybe something like an LLM-assisted Inform (interactive fiction engine). https://ganelson.github.io/inform-website/ Side note: been playing Aesir, then the Aesir 2 MUD since 1994. It's still up! | |
| ▲ | TylerLives 2 hours ago | parent | prev [-] | | Instead of relying on the model's memory alone, you could have it read/write to a file. |
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| ▲ | reactordev 4 hours ago | parent | prev | next [-] |
| Some fantastic text adventures can still be had online. There are MUDs (my favorite), Roguelikes, Sims, and even cyberpunk adventures. A half dozen Star Wars ones as well. This was peak 1986. A few years later and we’d be jumping a little pixel plumber on cathode ray tubes. Can’t wait for the next part… |
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| ▲ | itomato 2 hours ago | parent | prev | next [-] |
| I wonder how a book of type-in AI prompts would do… |
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| ▲ | ktallett 4 hours ago | parent | prev [-] |
| Text adventures whilst sometimes infuriating, if played as they are meant to be back when released with a piece of graph paper to help map out where you have been and where you go, there is still some magic about them that isn't had with graphical games. Every room becomes exciting which just isn't the case even in my favourite games such as Fallout New Vegas. Oh more bottle caps again in a drawer but I can begin to tell what rooms will be essential to look in and which won't buy the middle of the game. There is none of that in text games, you just have to explore and get truly lost, another thing that is much harder to do nowadays. |