@joningold@mastodon.gamedev.place
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joningold

@joningold@mastodon.gamedev.place

#Narrative Director at #inkle. Writer of Heaven's Vault, Overboard!, Pendragon, Sorcery! Co-writer of 80 Days and Over the Alps; co-designer of #ink. Writing novels and working on A Highland Song.

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joningold, to random
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Heaven's Vault turns 5 today. It's the biggest, most complex, and most personally satisfying thing I've ever worked on, and we wrote up a page about it's history on Steam.

https://store.steampowered.com/news/app/774201/view/7816635004476691354

joningold, to random
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A post on how we did event tracking in Overboard!, and a new idea for separating out character's own deductions from the world's events.

https://medium.com/@inklestudios/changable-minds-d5d434772462

joningold, to random
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We finally released A HIGHLAND SONG!
⭐️ 10/10 - Sixth Axis
⭐️ 9 - EDGE Magazine
⭐️4/5 - The Guardian

  • #38 in the Steam chart in Japan today, to our surprise

Help Moira McKinnon to reach the sea anyway you can.

Start your wild adventure:

🎮Switch: https://nintendo.com/us/store/products/a-highland-song-switch/

🎮Steam: https://store.steampowered.com/app/1240060/A_Highland_Song/

RT = ❤️

joningold, to random
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The Heaven's Vault novels are available for e-readers now, directly from us:

https://forms.gle/63zs2sApYYpoyNqz6

joningold, to random
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i have 4 bluesky codes if anyone's into that; happy to give away blindly

joningold, to random
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Fascinating article on the creator of ELIZA (which it turns out is pretty much the least interesting thing he did) and the limitations, and the cult, of AI.

https://www.theguardian.com/technology/2023/jul/25/joseph-weizenbaum-inventor-eliza-chatbot-turned-against-artificial-intelligence-ai

"Living well with computers would mean putting them in their proper place: as aides to calculation, never judgment."

joningold,
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"He argued that no computer could ever fully understand a human being. Then he went one step further: no human being could ever fully understand another human being... We can use language to communicate, but ... some things can’t be communicated at all."

joningold,
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I've also been reading up about spiritualism recently and there's a fascinating resonance: at the time, spiritualism was viewed by many "rational" Victorians as a more scientific approach to the question of Heaven. It made Heaven into a place that you could be "in", seancés could "test" it.

joningold,
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Just as modern AI loons view AI as a demonstration of their fascistic worldview that all human thought is mere calculation and that we are nothing more than meat-processors. (If that's true, then compassion is irrelevant, the weak and infirm are "buggy", etc)

joningold,
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@robryk because you can fix it

joningold, to random
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On my way to #developconf with a talk in my pocket and no particular meetings. If you see me wandering about aimlessly please say hi

joningold,
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@grumpygamer if you see me

joningold, to random
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Here’s a solid bit of game design advice I’ve been reminded of as we finish up <Redacted>. I always find I design the middle of a game - all the systems working with each other - then spend a terrible time making the beginning of the game by working out which bits you can safely turn off, only to turn on later. So: game too complex? Turn something off and turn it on later.

joningold, to random
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In the final episode of Picard all the young people fall prey to a woke mind virus leaving Jeri Ryan as the only one who can act

joningold, to random
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New blog post: on a new technique we've been using for Highland which allows the player to walk away from any conversation at any time - and have the other character respond.

It is ridiculously simple - so simple we didn't really think it could possibly work - but it turns out to be, in fact, absolutely great, and makes the whole game much more seamless and responsive without adding any real complexity at all.

https://www.inklestudios.com/highland/2023/05/11/autocut-for-responsive.html

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