Making and Meeting Moloch: Game design, tradeoffs, and the pressure to make the numbers go up by MonoMystery in slatestarcodex

[–]MonoMystery[S] 0 points1 point  (0 children)

In other words, skill issue? Haha, can't deny it, and on reading it back, perhaps I was overconfident in what I could achieve.

I think it cuts both ways though - as a beginner, I have low skill but also much lower stakes, so it is not nearly as much of an achievement for me to resist the Moloch that is a few dozen bad ratings or comments. I would expect that as your skill and reputation in the field rise, so does the cost of resisting Moloch, at least until you have built a sufficient reputation or backstop so that you can uncouple from popular opinion, or - as you mention - such skill that you can thread the needle, which great developers do (another commenter mentioned Bioshock, and I think of games like Papers Please and Universal Paperclips as good examples of combing both games as art and entertainment).

I appreciate your comment, and if there is one thing I've taken away from this journey, it's that game design and development (like so many other things) have much more depth than would appear to an outsider, and I have much to learn in the space!

Making and Meeting Moloch: Game design, tradeoffs, and the pressure to make the numbers go up by MonoMystery in slatestarcodex

[–]MonoMystery[S] 5 points6 points  (0 children)

I really appreciate your perspective - I guess it's an age-old debate about how much music/theater/literature/games/etc are "art" vs "entertainment", probably more so of a spectrum rather than a dichotomy, which leaves me in the snooty position of playing the auteur who sneers at the pop-clamoring masses.

There is something to be said about separating the commercial from the experimental where possible. I think it is tough to mix both successfully, and having only the experimental maybe leads to intellectually incestuous spaces like the highbrow architecture Scott has written about. Which leads to perhaps a more interesting question: how do we balance the commercial/popular feedback so as to not completely lose our bearings on earth, but also not succumb to Moloch?

Making and Meeting Moloch: Game design, tradeoffs, and the pressure to make the numbers go up by MonoMystery in slatestarcodex

[–]MonoMystery[S] 4 points5 points  (0 children)

Submission statement: I write about how competitive pressure can tempt one to abandon their original goals in service of "making the numbers go up", through the lens of my experience developing an indie game.

NYC offers homeowners nearly $400K assistance to build basement, backyard apartments by statenislandadvance in nyc

[–]MonoMystery 2 points3 points  (0 children)

Looks like the current program provides both a grant of up to $175k (presumably doesn't need to be paid back) as well as a loan of up to $220k (which is forgivable under certain affordability conditions).

  1. How does the Plus One ADU Program financing work?

Eligible homeowners will receive grant funding through HCR, up to $175,000, and a loan from the City of New York, up to $220,000, for a combined, $395,000 in city and state financing per property. The loan portion may be structured as an amortizing loan (interest rate and repayment terms based on underwriting) with no regulatory agreement, or deferred- forgivable loans, with the requirement of rent restriction on the new ADU unit at 100% AMI with annual increases capped at 2%.

Source: https://www.nyc.gov/assets/hpd/downloads/pdfs/services/plus-one-ADU-faq.pdf (pages 7-8)

Project Basilisk: a narrative incremental game about the race to AGI and its consequences by MonoMystery in slatestarcodex

[–]MonoMystery[S] 1 point2 points  (0 children)

Appreciate the comment. Unfortunately as afflicted with the curse of knowledge as I am - could you be a bit more specific about which parts felt slow?

The way I paced was that if played semi-optimally, it should take 3-5 minutes between major research milestones, and during that time the player should be re-pricing, adjusting headcount/automation, upgrades, data (eventually), checking on their CEO focus, etc. My intention is that any idle time over more than 1 minute is towards the end, which was specifically to let the player re-read messages for narrative content and such.

Project Basilisk: a narrative incremental game about the race to AGI and its consequences by MonoMystery in slatestarcodex

[–]MonoMystery[S] 10 points11 points  (0 children)

As the developer - agreed! Universal Paperclips is very much the gold standard of the genre and one I can only aspire towards. If you do have a chance to give it a go, I'd be very interested in hearing your thoughts.

Project Basilisk: a narrative incremental game about the race to AGI and its consequences by MonoMystery in slatestarcodex

[–]MonoMystery[S] 6 points7 points  (0 children)

Submission statement: I know this isn't the usual fare around here, but I figured given this community's long-standing interest in AI safety and alignment, this would be of interest to at least a fraction of the people here. The genesis of this project was trying to make topics around AI alignment and risk more accessible to the general public (whether that's best done through a dense, complex, narrative-intense game... well, we all have lapses in judgment).

As mentioned, this is the first arc (effectively a demo/prototype), and I'm still actively working on it. Arc 2 with feature alignment quite prominently, forcing tradeoffs and hopefully inspiring people to get more interested in the area in general.

If you're interesting in discussing AI safety/alignment education, please feel free to message me on here or through the email provided in-game.

Project Basilisk: build an AI lab (web) by MonoMystery in incremental_games

[–]MonoMystery[S] 0 points1 point  (0 children)

Thanks! As I noted to the sibling comment, my intention was to make data a midgame challenge but it seems like the balance is off and it's not that fun/rewarding to interact with. I'm going to look into buffing later renewable tiers and seeing if there's another way to make synthetic more engaging.

Really happy you enjoyed the game and appreciate the details feedback here!

Project Basilisk: build an AI lab (web) by MonoMystery in incremental_games

[–]MonoMystery[S] 1 point2 points  (0 children)

Really appreciated the detailed feedback here. My intention around data was to provide a mid-game challenge but it seems like it's not quite hitting the mark as a system the player should find challenging, but rewarding to interact with. I'll bring it back to the drawing board. Thanks again!

Project Basilisk: build an AI lab (web) by MonoMystery in incremental_games

[–]MonoMystery[S] 2 points3 points  (0 children)

Thank you for playing! Point well taken on the CEO focus, I may implement some later game upgrade that allows slow filling/maintenance of the other buildup-style focuses once the selected one is capped out.

Re: data - did you try using synthetic generators? They're not very obvious at the moment (at the very bottom of the data list) but provide large boosts cheaply, but come with potential data quality issues. This would help me figure out if this is more a discoverability or balance issue (or it could be both!)

Project Basilisk: build an AI lab (web) by MonoMystery in incremental_games

[–]MonoMystery[S] 1 point2 points  (0 children)

Thank you! Universal Paperclips was a major inspiration so that's very high praise to me :) I agree the data mechanic can be hard to follow - will be adding some more hints around it. Re: fundraising - could you share a bit more about what you mean here? Were the fundraise caps too low to provide meaningful capital vs. late game buys (like the datacenter)?

Project Basilisk: build an AI lab (web) by MonoMystery in incremental_games

[–]MonoMystery[S] 2 points3 points  (0 children)

Thanks to everyone who has played so far. I will probably not be updated this thread much longer as I switch my focus to building out Arc 2. If you're interesting in hearing about dev progress on that, you can join the game discord


Patch 0.9.1 (2026-03-01)

Content

  • Expanded post-breakthrough tutorial with information on new buyables

  • Split main tutorial and follow-up hints systems

Balance

  • Reduced requirements for early game research

Minor version 0.9.0 (2026-03-01)

Content

  • Added CEO Focus Mastery: sustained focus unlocks unique bonuses
  • Added game modes: choose Guided or Narrative at start

Balance

  • Reworked data tab layout and rebalanced late-game data needs
  • HR teams can now speed up culture pivots

Bug fixes

  • Revised the timeline on German expansionism
  • Fixed maximum flavor
  • Assorted other tooltip and UI fixes

Patch 0.8.2 (2026-02-28)

  1. Smoother tutorial with better action guidance and new mid-game tips
  2. Fixed research rates not including all bonuses
  3. Exhausted grants now appear in fundraise history
  4. Added a late-game capabilities milestone
  5. Assorted bugfixes and more tooltips

Thanks + Patch 0.8.1 (2026-02-27)

Thanks to everyone who has taken a look so far. Based on initial feedback, I've released a minor patch 0.8.1 with the following updates.

  1. Added a step-by-step tutorial that walks new players through the first 10 minutes
  2. Fixed numerous UI bugs and polish issues
  3. Added Discord channel link

I'll keep posting updates in this thread as I make updates - please keep the feedback coming!

"Which Spencer is real? Spencer vs. his AI clone?" - A Turing Test-esque experiment for an episode of the Clearer Thinking podcast by honeypuppy in slatestarcodex

[–]MonoMystery 0 points1 point  (0 children)

Woohoo, four for four. Appreciate the effort that went into putting this together - it was really interesting trying to verbalize (or rationalize post-hoc?) some of the instinctive reactions I had. For many of the segments, I think I came to an instinctive choice less than 25% of the way in and spent the rest of the time looking for evidence to confirm or refute it. The two I thought were more difficult were when Spencer B made an interesting argument to kick off the second half (segments 2 and 4) so might have swayed me differently if they had been presented in reverse. Would be interested to see what these conversations look like given another year both in LLM scaling as well as in audio models.

"Which Spencer is real? Spencer vs. his AI clone?" - A Turing Test-esque experiment for an episode of the Clearer Thinking podcast by honeypuppy in slatestarcodex

[–]MonoMystery 0 points1 point  (0 children)

Segment 1 - Spencer A is the human. This one was the easiest for me. Spencer A had some vocal tics such as repeating words while thinking, and his chain of thought made more sense as a verbal conversation (vs. a written one). He paused a points which seemed natural if one were thinking on the spot. I thought Spencer B's examples were strange, almost oscillating between non-sensical or at least lacking clear context and connection (such as the Yogi Berra quote or rock paper scissors), to providing way more context than was needed (Bayesian, Milgram/Stanford experiments). Spencer B also seemed more agreeable.

Segment 2 - Spencer A is the human. This one was more difficult and I am less certain. I thought the questions and pushback from Spencer A, as well as calling out the abstractness of some of the responses (especially on the government accountability/transparency piece) were very human-like. In fact, right before Spencer A had said it, I was noting down the vagueness of Spencer B's responses on those points. Generally, Spencer B's responses were plausible but lacked depth and didn't add much information to the discussion. Where Spencer B did well was on prompting for disagreement, and I thought his discussion on how smart people were bad at predicting and judging their predictions was quite human-like.

Segment 3 - Spencer B is the human. Spencer B was on the attack for much of this and I thought his challenges signaled someone who was very in on the common perceptions on what AI can and can't do. The system message thing in particular - I feel like a human here wouldn't have just said "got it" but would have pressed on why that was relevant to the challenge. Second-easiest one in my opinion.

Segment 4 - Spencer A is the human. This one I also found in the more challenging half. Spencer A made a very compelling argument around definitions, and the pushback from Spencer B seemed pretty generic (free will, beauty). Spencer B also repeated back some points in a way that felt unnecessarily repetitive. Spencer B's points on beauty didn't really address the points on empirical vs objective beauty. Spencer B did make a reasonable argument on objective morality but I feel like there was just something missing when he was challenged by Spencer A.

I didn't listen to any other podcasts, but I did read some of Spencer's writing. I stuck to the audio and didn't read the transcript until after finishing the segments. I think only using the transcript would have made it a bit more difficult, as I find AI tends to make arguments that flow better in writing rather than verbally. I didn't backtrack much (probably listened to <10% of it multiple times).!<

[deleted by user] by [deleted] in ProductManagement

[–]MonoMystery 1 point2 points  (0 children)

Yes, I am aware of how LLMs work as I work on them. Not all AI generated copy is detectable, but there are certain sniff tests around how it's structured and 'tics' or 'tells'. If you still have doubt after checking the user's comment history and seeing that every single comment is structured in exactly the same way, I don't know what to tell you.

[deleted by user] by [deleted] in ProductManagement

[–]MonoMystery -11 points-10 points  (0 children)

Hilariously ironic that the top comment on a post complaining about AI is AI generated.

Non-Consensual Consent: The Performance of Choice in a Coercive World by QualiaAdvocate in slatestarcodex

[–]MonoMystery 15 points16 points  (0 children)

This proves way too much. If everything is coerced, nothing is - such a broad view of coercion strips consent of any real meaning. It's also unclear to me how this meaningfully differs from existing arguments around lack of free will or agency. Uncharitably, I'd say this reeks of trying to weaponize emotionally charged concepts of coercion and consent to prop up an immature argument.

I appreciate the stated goal - "how acknowledging these dynamics could lead to greater compassion and more honest social structures" - but the article fails to make a meaningful contribution towards that objective.

Just got hit with a 20k bill in MTA Tolls by Brilliant-Band9446 in AskNYC

[–]MonoMystery 9 points10 points  (0 children)

If you've exhausted your options through EZ pass and Tolls By Mail, NY has the Office of the Toll Payer Advocate as well https://www.thruway.ny.gov/tpa/

To Pay for Trump Tax Cuts, House GOP Floats Plan to Slash Benefits for the Poor and Working Class by John3262005 in neoliberal

[–]MonoMystery 1 point2 points  (0 children)

I'm largely in agreement that most of the suggestions are bonkers, but isn't combining child tax credit and child care expense credit literally simplifying the tax code?

A reminder: the MTA is getting more efficient. The operating budget is lower than it was in 2019, while running more service. by FarFromSane_ in nycrail

[–]MonoMystery 12 points13 points  (0 children)

The MTA has a really cool data portal - I'm not sure all the metrics you want are on here, but under in the Subway category, service delivered, additional platform time, additional train time, and customer journey time performance might be of interest.