Not being nitty, just didn't follow how your point connected and wanted to make sure I understood it.
519 karma · joined March 21, 2008
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Not being nitty, just didn't follow how your point connected and wanted to make sure I understood it.
I hadn't really thought about trying to create a harness for agents to play the full game interactively. I'd love to explore this. If you don't mind, here are a few questions:
1) Correct to assume that I probably need a text-only harness even though my game is text-based already because I do make use of menu selections made via arrow-key-and-enter interactions?
2) Do you have prompt recommendations for the type of feedback you have found to be useful? I would guess in your case, the objectives of the game are more clear than an open-world RPG. What dead ends have you run into? Maybe a variety of approaches would be good? One agent tries to fight everything. Another focuses on gaining and completing as many quests as possible?
3) How bad is the token burn doing this? Any optimization strategies you've employed?
I personally believe that programmers can learn from poets, for example. Write constantly. Read the work of others, both critically and for enjoyment. Writing is the sexy part, but revising is at least as important a task.
I suppose if you're not a Chinese hacker, it might pay to pretend you are by tailoring your working hours and days.
The nice thing about compilers is they tell you when your code has a problem. There's no equivalent barrier to posting awful poetry-drivel on Facebook ;-)
In my personal opinion, you get a healthier culture if you either 1) have managers and let them manage or 2) admit that you require them to be individual contributors and restrict their "managing" purely to part time HR initiatives and not to actual additive management (something more like extra-curricular mentoring and not talent management, career and skills development).
I should caveat that I've had good managers, bad managers and completely mediocre managers. So I do believe that, although rare, it can be done well and it can provide value to individual contributors' careers and to the company's value. I just don't assume it's automatically the right approach at every company.
https://twitter.com/Boyko4TX/status/461902353105317891
EDIT: forgot to link the tweet.
I'm not suggesting that anyone in the thread is conflating PM and PMO in this way, but it's a challenge for the profession and I wouldn't be surprised if given posters perspectives reflect different views on what the PM role is actually supposed to be the expert on. I don't think it's their fault. We use a hyper-generic name that is almost indistinguishable in full and acronym'd form. We also tend to write awful job postings, though that's a rant for another thread.
1) Determine what you would prefer to be true. 2) Spend your time absorbing and referencing supporting evidence, at the expense of verifying its credibility. 3) When presented with contradicting evidence, spend your time dismissing or discrediting it, at the expense of verifying its credibility. 4) Re-affirm your belief successfully through willful or accidental intellectual dishonesty.
Perhaps there's a formal name for this. YouTube logic works for me, though, because that makes it sound appropriately juvenile.
- You start with a few Riot Points. Enough to buy a starter champion, but not much else.
- Riot Points can be purchased.
- Influence points are earned along with experience by playing matches.
- Champions can be purchased with either currency. However, most of them take far more Influence Points, so you can achieve instant gratification through cash outlay or you can play for fun over time and pick up a few more advanced champions.
- Runes can only be purchased with Influence Points. Therefore, you cannot simply drop cash and get the best runes, then have an edge over other players. You earn them by playing. You can earn them faster by getting Influence Point boost periods by paying Riot Points, which of course is cash for acceleration, but not instant gratification since it still encourages you to play and practice the game.
- Every week, there is a free rotation of a set of champions. If you are patient enough, you can try out tons of different champions before spending a dime. If you like one enough to want to keep playing it after it rotates back out, you can drop cash to buy it or spend a giant pile of Influence Points that you've earned. Or, you can simply play with them for fun, endlessly, and enjoy the variety.
- The only "pay to play" thing I've found is that you can purchase extra pages for rune configurations. This can't be earned any other way. It's not overly expensive, it's not mandatory, but it seems like you probably need to do it for any serious competitive play in order to be efficient and prepared for different matches and roles. I wasn't put off by this.
I thought this was a pretty good implementation. I've spent a reasonable, tolerable amount of money so far on the game and have more champions than I probably should have right now, due to enjoying them. The experience felt very much not "pay to win" and that it scaled very well with your interest. The one thing I really liked is that even paying to accelerate your experience was always still contingent on you playing lots of games and therefore getting better and trying out lots of roles and champions. That felt very smart because it doesn't burn you out but invests you further.
If you're researching this kind of model, I would highly suggest trying the game out to get a feel for what the customer experience is like. It seems like a good reference implementation that could be adjusted to match games that aren't based on this champion asset model.
In an effort to substitute something more nutritious and dense, I was considering trying the Greek yogurt breakfast approach for a few weeks based on some Cleveland Clinic advice I read about better breakfast habits--I don't have time to make omelettes in the morning.
I'm going to be buying this stuff at the grocery store. What am I looking for? I don't like overly sweetened stuff and usually don't like fruit/yogurt. I'm also looking for the real thing. Not any non-fat crap. May add my own granola if I find it too boring over time. I've seen some that comes with honey. Are there any good "common" brands I should look for beyond reading labels? Sounds like you've looked into this and I would appreciate your and anyone else's advice before I hit the store this weekend.
Not an argument against you, but a point that I see glossed over a lot. Unless you somehow legislate away piracy across an entire budget category very broadly for families and individuals, you run the danger of picking winners.
I thought the point about demand signal was interesting that you raised. Do people consider rampant privacy in some specific area to be a demand signal that is coupled with an extremely high price sensitivity?
http://en.wikipedia.org/wiki/Spore_(2008_video_game)
Unfortunately, the citation link is dead on the article. I don't know if this answers your question about commercial success. Maybe someone knows more about this data point in context of the industry.