AI/LLMs Plagiarism vs. Inspiration

My advice.

Unless you want heavy criticism about seemingly minor issues found in the product and almost actual verbal praise or constructive criticism, then you are going to want to avoid forums as your primary source of interaction.

I know, right?

They should be having this conversation with ChatGPT. They'll hear exactly what they want to hear, along with effusive praise for how great the game is.
 

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To clarify further:
To clarify, I don’t trust the claims that someone with a vested interest in having AI be profitable saying that his actually is on his books. I’d have more faith in a similar claim from someone doing an independent financial analysis.
1) Amodei is claiming that Anthropic’s products are profitable when viewed individually on their P&L statements.

2) all of Anthropic’s products (that I know of) involve AI

3) Anthropic is currently operating in the red

4) it’s accounting shenanigans to assert your products are profitable if your company is not.
 

I know, right?

They should be having this conversation with ChatGPT. They'll hear exactly what they want to hear, along with effusive praise for how great the game is.
So addictive... Just a sec, a need another hit.

But honestly, chat gpt or similar would probably be a good initial source to see what similar mechanics are actually out there. It would also probably give better marketing advice than random internet dude, of course probably not as good as a marketing professional (but they are trying to sell your their marketing so it's also hard to really have a high level of trust there).
 
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@1QD

I'm curious, on a very high conceptual level can you tell us about your game without going into specific mechanics or other things you aren't ready to share?
 

I know, right?

They should be having this conversation with ChatGPT. They'll hear exactly what they want to hear, along with effusive praise for how great the game is.
I am not sure what that would it achieve? Is that something you do? As I have yet to reveal my game in a meaningful way here, I think the advice to find a different forum that offers constructive criticism is good advice. As I have stated in the past the voices of those who have never tried my game carry little weight.
 

I am not sure what that would it achieve? Is that something you do? As I have yet to reveal my game in a meaningful way here, I think the advice to find a different forum that offers constructive criticism is good advice. As I have stated in the past the voices of those who have never tried my game carry little weight.
Small piece of additional advice. Some of these people may be future customers. Don't alienate them this early in the game.

But I sure understand the desire.

Edit: also, i was suggesting that the structural nature incentives inherent in forums probably won't yield a high success rate for constructive criticism overall, not just this one.
 

@1QD

I'm curious, on a very high conceptual level can you tell us about your game without going into specific mechanics or other things you aren't ready to share?
I can. My system takes a slightly different approach to gaming. The GM has a lot of say in how things play out. I notice a lot of systems persistently have , house rules so I designed my system so that GM could pick and choose which rules are to be used within a specific campaign. Players add to the gaming experience by helping other players, awarding RP exp and helping the GM with charts or page references etc. The experience is shared within the group more closely than with some other systems.

Creativity is the heart of the games design. Create your own spells, powers races professions etc. Character customization is highly encouraged. Of course there are base races and professions etc. The design of the system allows you greater control over an encounter in difficulty. A fifth lvl character in my system can be extremely powerful compared to some systems, but yet there is always challenge, always risk no matter how good you are.

That said if I go much more into it I will get flagged for self promo, and have my post removed again.

Please keep in mind this is not a formal presentation, rather a brief summery.
 

Small piece of additional advice. Some of these people may be future customers. Don't alienate them this early in the game.

But I sure understand the desire.

Edit: also, i was suggesting that the structural nature incentives inherent in forums probably won't yield a high success rate for constructive criticism overall, not just this one.
I am not so sure when someone kinda comes at me, they are doing so to become, potential customers. But I understand your point and will keep it in mind going forward.

Yes I agree with your edit, but I have found a forum that seems open to hearing ideas. Agreability may be nice, but constructive feedback is better. So right now I am chasing that. When the last of my current prep work is done I will come back with something tangable. TY for your advice.
 

I can. My system takes a slightly different approach to gaming. The GM has a lot of say in how things play out. I notice a lot of systems persistently have , house rules so I designed my system so that GM could pick and choose which rules are to be used within a specific campaign.
This is cool. I like the idea high level, but I can see some problems depending on specific implementation and or sheer volume of possible rules variations they can pick and choose from.

Players add to the gaming experience by helping other players, awarding RP exp and helping the GM with charts or page references etc. The experience is shared within the group more closely than with some other systems.
For a really systems driven player like myself, i'm not sure I like the vague xp rules or other players handing them out, but my profile is probably a complete 10% minority, so depending on precise implementation for many that could be a really good thing.

Creativity is the heart of the games design. Create your own spells, powers races professions etc. Character customization is highly encouraged. Of course there are base races and professions etc. The design of the system allows you greater control over an encounter in difficulty. A fifth lvl character in my system can be extremely powerful compared to some systems, but yet there is always challenge, always risk no matter how good you are.
I love this conceptually. Though system level concern is that with such high customizability it's really hard for intra party balance. Though if it's more of a a Blades in the Dark style or PbtA style game than D&D style game that might matter.

I like the notion of always being challenge and risk in theory, I think most people theoretically like that, but in practice I think you'll find some profiles that take whatever losses the risks force really hard.

For me it really depends on the exact implementations. I can usually see the pros and cons of doing things either way so it's hard to judge much just conceptually - not prying just stating how I operate.

I guess the biggest takeaway for you is make sure you are having your game evaluated by different player profiles and not just the same ones. Especially if it's people you know that you can classify, knowing what the different player profiles like and don't like about the game will drive some interesting tension in your refinement decisions.
 

Utlimately game design is technology. It iterates on itself, develops new branches, and synthesises old ideas together.

At this point in the hobby any game produced in absolute isolation, as a reaction to D&D and no other RPGs, is very unlikely to contain ideas that no-one has ever had before. You are very likely to be simply reinventing the wheel, and following paths that are already very well trodden. The best path by far is to know what the mapped territory is and see where you can make something new by stretching existing ideas further, combining existing ideas together, and (yes) adding new ideas of your own. That way you know you are adding to the conversation.

The best writers are big readers. The best musicians listen to lots of music. The best directors watch lots of movies.
 

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