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Fuschia tude
Dec 26, 2004

THUNDERDOME LOSER 2019

jivjov posted:

I think at bare minimum, if you pledge to a Kickstarter that's creating a thing, be it a board game, a documentary, a book, whatever, then that thing should be offered as a pledge reward, provided the pledge is at or above the price the item would be sold at at retail.

Yeah, that's explicitly stated in their FAQ and KS School.

Kickstarter posted:

Every project’s primary rewards should be things made by the project itself. If the project is to record a new album, then rewards should include a copy of the CD when it’s finished.

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Fuschia tude
Dec 26, 2004

THUNDERDOME LOSER 2019

Effectronica posted:

When we're at that point, they will no longer be games, but automated game studios that generate assets and dialogue and plotlines and so on as necessary. This is unlikely to ever be as popular as a designed vidcon, and making them good would require superintelligent AI, which is quite likely to be impossible to implement, apart from the ethical concerns.

100% perfect would be impossible, sure. But it doesn't need to be perfect. Couldn't the problem largely be obviated through statistical methods, like in this dramatic/geographic/logistical situation 99% of players take action X, Y, or Z, so you just need content for paths A, B, and C? Then store that response indefinitely like a cache/hard drive combo. For the really obscure actions you could keep a stable of human devs filling in the cracks on-demand (with maybe a bit of autogen filler padding out gameplay until implementors reach you in the queue), and then save those results for future use as well. The idea being that you would code the automated stuff at a high level of abstraction so it could be reused as much as possible (ninjas attack you in a tower/ninjas attack you in a cavern/you attack the ninja hideout) with some variables to adjust to the current situation.

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