Something a lot like Pokemon Yellow
roganmurley.com
roganmurley.com
Is this actually at all feasible? The total amount of storage space used by the Pokémon wiki is hundreds of times larger than the original game, likely requiring many times more effort to write than spent by the original programmers, and it still doesn't cover many, many aspects of that game (e.g. that Pokémon is tile-based; what buttons do in various contexts; sound and visual UI design) -- to say nothing of the clever ASM and memory tricks necessary to make the game work on the Game Boy.
I'm reminded of that comic where the punchline is "do you know the industry term for a specification precise enough to generate a program? Code. It's called code."
But I kinda love that as an idea. The text of the wiki defines the core ideas of what the game is, but a lot is left unspecified and to be interpreted.
Pokémon legends Arceus feels a lot like what someone who had only read about the franchise may create as a game, and it's a pretty awesome addition to the series.
Also, if I were instructing someone to make a Pokémon game, the info on the wiki (gigantic percentage and stats tables, tilemaps, EVs and IVs) seems like generally the exact opposite of what I'd choose to specify.
Can you code a million games per day? The barrier to entry if this works out, would allow anyone to make such games by simply writing down a few pages of "mods" every hour. Or if you force ChatGPT to creatively generate some changes, it could be automated. Hundreds of games per hour? Local models trained on some custom dataset could generate these wikis in batches. Thousands of new games per hour! And if the generator runs on random seeds as input, why not try them all? Millions of games per day. Obviously a single person with this generator would be able to saturate entire genres in space of weeks.
Is there a market for thousands of custom games per hour? Games designed without clear design goals or quality control? Games where the player is the alpha tester for mechanics generated with no guarantee of consistency or even functionality?
It's like our modern mobile game landscape, but worse. I find such vision somewhat revolting, tbh.
I see your point though. Steam's quality has been getting less and less consistent, particularly when it comes to early access titles. Maybe a better example would have been NSFW Steam games: a monotonous landscape devoid of originality sold for a few bucks a pop.
https://bulbapedia.bulbagarden.net/wiki/List_of_glitches_(Ge...
https://bulbapedia.bulbagarden.net/wiki/List_of_battle_glitc...
https://bulbapedia.bulbagarden.net/wiki/List_of_overworld_gl...
The 1/256 glitch is a fan favorite because to this day it still fucks over people who play Gen 1 competitive PvP battles.
Now I'm wondering how many people share the same experience.
Fate/Extra CCC, All Endings (1/2/24); Pokemon Mystery Dungeon: Explorers of Sky, Recruitment (12/28/23); Shin Megami Tensei V, Walkthrough (1/4/24); Super Mario Bros. Wonder, Strategy (12/25/23); The Sims 4, Rent Object List (12/30/23)
Oldschool Ascii: 1, Pokemon Mystery Dungeon
Text HTML w/ Menu: 2, Fate/Extra CCC, Shin Megami Tensei V
Text and Images: 1, Sims 4
Text, Images, Video: 1, Super Mario Bros. Wonder
They all seemed reasonably well written on a cursory glance. Notably, did not delve all that far into checking whether they were factual.
I remember planning to collect all the statues in that game. I never did, and likely never will, but I’ve enjoyed Wind Waker more recently and it really is a great game and I would like to play through it at some point.
But I feel like that this isn't really the same experience. The Pokémon guide feels closer to the game than the Zelda one, especially since the Zelda games are known for their riddles - which are very hard to properly transcribe in a guide, imo.
Some of Zelda's best riddles can be rendered useless as soon as you read the solution (thinking about a very good one in Phantom Hourglass I'll never be able to experience again) - but the Pokémon ones still feel fresh, especially since the games rely so much on exploration, grinding and battling.
I absolutely loved what Phantom Hourglass and Spirit Tracks did with the hardware they had available to them in terms of game design. I'd love to see a remaster of Spirit Tracks, but I'm not sure it'd be possible to capture the cleverness of their controls (admittedly not always a good thing) and puzzles on the Switch?
I feel like an implementation of Pokemon Yellow in a reasonably modern high-level programming language would be easier to reason about and modify than a sprawling wiki written in English.
https://github.com/pret/pokeyellow/pull/102/commits/62e692f7...
This seems to come from a place where you think knowledge can conquer the world. Which it can, only when combined with action. Want to make a retro game that is reminiscent of your childhood? Awesome go do it. There are a thousand tools out there. But you are going to be shaving a lot of yaks if you think you can create something by solely knowing everything about it. Might as well build software with UML.
Going back to the original AI Dungeon (text-based adventure game, fully-generated by LLM), it was a lot of fun, but hallucinations were crazy. You could just ad-lib a change to the world-state and it would run with it.
One possibility would be to have an LLM act as a DM and use Tool APIs to drive a world model; for example, the DM can call `moveMonster(newPosition)` a la the Voyager paper. The game engine enforces constraints, so you can't just conjure items out of thin air. The player isn't interfacing with the LLM directly, so they don't see the hallucination problem.
It feels like lots of experiments have already been done with pulling NPC dialog from LLMs, but what about crafting worlds (most easily in text-based games, but potentially graphical too) and then reifiying them into the engine? Perhaps this could make more cohesive procedural worlds, since you can have the stories in the world's history drive the actual layout of the areas, scenes, and characters.
I was similarly absorbed with those annual “bumper collection of cheats for video games” books that used to come with tech magazines, endlessly rereading them and memorizing them for games I never owned.
I wonder:
A) How much this is endemic to the Hacker News demographic. I’ve always been absorbed in the pursuit of useless knowledge (later in life this manifests in unnecessary PC watercooling and Haskell addiction).
B) If we all had genius parents that realized you can spend £3.50 (much less than the cost of an A list game) and keep a child occupied for an entire year, while also encouraging them to read (!!).
https://www.flickr.com/photos/psd/14180145679/
There are plenty of quiz tournaments and quiz shows, and whole communities of general-knowledge recallers called "quizzers", ultimately because _other_ humans are impressed and entertained by displays of mental prowess. Is knowing every Pokemon or every x86 instruction any more or less useful than knowing test cricket results or every Beatles recording?
1: https://en.wikipedia.org/wiki/Pierre_Menard,_Author_of_the_Q...
2: https://anathem.fandom.com/wiki/Saunt_Lora%27s_Proposition
The guide was basically a bible for me at that age, and used it heavily to guide me through parts of the game I would get stuck at.
I seem to remember places like the ice skating scenes and victory road being far more challenging than they probably were in reality.
Having access to games you could never really access with pocket money was something special.
Things are just not the same nowadays.
Wikipedia is the world's largest open source software project.