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I'm a bit confused then. I don't really get the point of simultaneously being the protagonist of the story, and also being the dungeon master. And I don't like
by squeaky-clean 6y ago
I'm a bit confused then. I don't really get the point of simultaneously being the protagonist of the story, and also being the dungeon master. And I don't like that the game on its turn will decide actions for your character. I also played in Hardcore mode which has no undo, as the idea of undo is not fun to me in these sorts of games.
- skybrian 6y agoYeah, I don't think hardcore mode makes much sense for this system. It doesn't do what you want, if what you want is something hard but fair. I guess you could treat it like rogue-like, where getting killed unfairly is part of the fun.
- squeaky-clean 6y agoThat's exactly what I was expecting from it. A text based roguelike with practically infinite worlds generated by a great text model that I could play for short bits of time. Maybe I was mistaken in the purpose of it, but that's generally how 3rd party articles talking about ai dungeon refer to it.
- TeMPOraL 6y agoIf you've ever did a single-player roleplay (e.g. played a sandboxy videogame trying to follow a story of your own, instead of doing arbitrary things), you were simultaneously a protagonist and DM. It's a common play style, there exist games specifically made for it (e.g. Rimworld literally considers AI to be a storyteller, and outputs a lots of details that are only useful if you're trying to roleplay it). Hardcore mode in AIDungeon is for those who play according a built-in scenario (i.e. Fantasy/Knight, Apocalyptic/Soldier, etc.) or a custom one (players can configure scenarios with hidden text biasing AI and some other features, and share them with others). The interesting part in this discussion is Creative mode with no preset (option 6. Custom). It doesn't preseed the game with any context, so it's the best mode for typing in arbitrary text and seeing how the model will continue.
- squeaky-clean 6y agoSorry, I disagree. Even in a single player sandbox game there are still mechanics and a setting you must abide by unless you use cheat codes or extreme mods. Like you say, Rimworld's difficulty setting calls itself the story teller. The Rimworld game is the dungeon master, not the player. Even if I ditch the main storyline in Skyrim, I can't morph into a dragon or visit Cyrodil. Without these restrictions there's no appeal for me over simply sitting down with a piece of paper to write my own story. I've played D&D games with 2 DMs simultaneously, they rarely work out well. Without very careful planning the two DMs will step on each other's toes and create a lesser story overall. I can see the appeal of using it as a storytelling assistant in creative mode now that you mention it. But that's a different tool than a game.