Back before I was legally blind I used to train trying to manipulate and read data from video games. I figured that, since it’s all just data in the computer, and that it was known to be possible to manipulate random number generators, that it should work. I started with Assassins Creed 2 where I tried to feel for secret items and follow my intuition to see if I could find them. It was surprisingly effective. Later on I would try to manipulate arena betting in Elderscrolls IV: Oblivion by trying to control the AI behaviour of one of the fighters and make them win. To which I discovered that, probably, Bethesda programmed the arena to make one combatant invincible to guarantee it wins and thus reduce the arena to a pure RNG event. Because when you have one guy with a claymore beating the shit out of another guy for 5 minutes who’s only got a dagger and hasn’t landed a hit yet, it’s pretty suspicious when dagger guy somehow wins shortly after I get tired of controlling claymore guy.
I also would try to detect and later manipulate critical hits in Pokemon. When Dreamsoap and I moved in with each other she was playing a game called Dungeon Fighter Online which had an event running at the time where special coins would sometimes drop in dungeons and if you collected enough of them you could get unique rewards for as long as the event ran. I don’t know who came up with the idea but we decided we should try manipulationng the drop rate with magic. According to her the rates went from 1-2 coins er dungeon to a few coins per room, a dramatic increase. What was most interesting to me was that during it I was able to accurately tell whether she was focusing on it or not and I would remind her to keep her magic going. So I was sensing her energy. Since then she's had her own successes in other games detecting invisible traps, manipulating RNG boxes and the like.
Over time this got me thinking about how you’d put together a better experiment on manipulating RNG. One of the biggest problems being that it gets really boring really fast. Well, a lot of these games had RNG elements but they were hidden behind layers of other gameplay and visuals. I figure if you wanted to design a good one you’d do that too. I’ve been thinking about how you’d design one for Psiquest that could be run continuously.
A simple game with opt in data collection that could easily do all the math to show the statistics so that no one could complain about accuracy. Game design would have to make RNG a focal point of the game. I figure all calculations would have to be done server side because it’s guaranteed that someone would try to hack the game if that’s handled locally. Thus simple turn based games would be best to not overload a server. I think the games would be best portrayed as being about training magic rather than testing to see if it even exists and the games should reflect that. We’re so far past the point of asking if it’s real or not it’s kinda sad so let’s not make it about that. Such as a Pokemon style battle system where players could only do damage with critical hits.
In order to make it most accessible it would probably have to be browser based which probably means coding it in Javascript. I don’t know Javascript, I do know D, more or less, which has a decent webframework called Vibe and a game engine called Dash but I haven’t dabbled in any of that yet so I don’t know if it could do the same thing. Not that I’m promising to do this or anything although I have been working on my own projects that, if finished, could be used to implement this sort of thing.
In any case what do people think about this overall idea and would anyone want to try working on it?
I also would try to detect and later manipulate critical hits in Pokemon. When Dreamsoap and I moved in with each other she was playing a game called Dungeon Fighter Online which had an event running at the time where special coins would sometimes drop in dungeons and if you collected enough of them you could get unique rewards for as long as the event ran. I don’t know who came up with the idea but we decided we should try manipulationng the drop rate with magic. According to her the rates went from 1-2 coins er dungeon to a few coins per room, a dramatic increase. What was most interesting to me was that during it I was able to accurately tell whether she was focusing on it or not and I would remind her to keep her magic going. So I was sensing her energy. Since then she's had her own successes in other games detecting invisible traps, manipulating RNG boxes and the like.
Over time this got me thinking about how you’d put together a better experiment on manipulating RNG. One of the biggest problems being that it gets really boring really fast. Well, a lot of these games had RNG elements but they were hidden behind layers of other gameplay and visuals. I figure if you wanted to design a good one you’d do that too. I’ve been thinking about how you’d design one for Psiquest that could be run continuously.
A simple game with opt in data collection that could easily do all the math to show the statistics so that no one could complain about accuracy. Game design would have to make RNG a focal point of the game. I figure all calculations would have to be done server side because it’s guaranteed that someone would try to hack the game if that’s handled locally. Thus simple turn based games would be best to not overload a server. I think the games would be best portrayed as being about training magic rather than testing to see if it even exists and the games should reflect that. We’re so far past the point of asking if it’s real or not it’s kinda sad so let’s not make it about that. Such as a Pokemon style battle system where players could only do damage with critical hits.
In order to make it most accessible it would probably have to be browser based which probably means coding it in Javascript. I don’t know Javascript, I do know D, more or less, which has a decent webframework called Vibe and a game engine called Dash but I haven’t dabbled in any of that yet so I don’t know if it could do the same thing. Not that I’m promising to do this or anything although I have been working on my own projects that, if finished, could be used to implement this sort of thing.
In any case what do people think about this overall idea and would anyone want to try working on it?
"The cure for bad information is more information."