@furrm0r3d@deckwizardyt That’s not completely true either. It’s using shadps4 to render graphics, but everything else is native. There’s still a performance gain compared to emulating the game
@Hexa0xAC@Birdiche@RoyalCities Speed doesn't equal quality, but it goes both ways. Humans aren't inherently better at coding just because they're slower. AI doesn't produce a better end result. People use it because it's faster, that's it. Less time coding can hopefully mean more time validating and improving
@Hexa0xAC@Birdiche@RoyalCities My statement about code was too reductive. My point was that game programming is more deterministic and externally verifiable than art. You can give an AI specific goals such as replicating the physics and mechanics of a game and it will do it because there are ways to test it
@Hexa0xAC@Birdiche@RoyalCities I started making ROM hacks when you were in grade school. I’m no stranger to reverse engineering or coding. AI is extremely fast at reverse engineering games. You can cope all you want but that’s the hard truth. People releasing untested slop doesn’t erase its value
@Hexa0xAC@Birdiche@RoyalCities Code isn't art. If it works, it works. A machine will never know if art or music suck or not, as it doesn't understand artistic intent.
The point of technology is making things easier for humanity. Attempts to stop tech from catching on because "people will lose jobs" never work.
@LemonMule@RoyalCities Then the problem isn’t AI but people releasing low effort slop. That’s bound to happen whenever you lower the skill floor. It doesn’t mean AI shouldn’t be used because of it
@TheGhostToast64@Gomoroxa@BecomingCritter cheese strats are easier to figure out than the intended method. And once you do, many of them are usable in future shrines. Once I realized I could just ultrahand to raise an object, drop it, get on top of it, then recall it, every traversal shrine became a joke. BOTW was better
@Dragosbeard@rikuwru_ Nothing wrong with liking RPGs and preferring not having random encounters imo.
Some old RPGs have visible enemies on the map like Earthbound and Chrono Trigger. Franchises like Trails, Atelier, Tales of, or DQ haven’t used them for a long time (or never did in Trails’ case)