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Agreed, I'm pretty much doing the same thing for my indie game

It's now a lot more tractable to build a multiplayer game, on the other hand balancing it is a whole other kettle of fish


Can we actually separate distribution from sharing?

I notice that all the advertising examples you listed are about spending time and not money, I'm wondering if there's something there?


Just realised that reading your message, I really feel this, I've been designing a game and I've recently been having discussions with friends and people interested in it and it's just a really different experience talking with them vs posting about it, don't get me wrong, having a weekly cadence is nice and Sharing Saturdays can be really helpful to get the word out there, but it's such a different interaction and mindspace I end up in during the "plan to explain to people in this weird advertising, but not process about my passion project", vs "talk to someone about my passion"

And I'm aware that these are different activities, but I don't think they should be as far apart emotionally as they end up being?

For example the last discussion I had we talked about how I was exploring connecting the impact of actions in the small scale to the large scale, for example how designing a particular construct or vehicle, would change how efficiently a player would be able to mine and that would then impact how much that particular player made from mining in that area

This creates all sorts of interesting questions and even just that discussion was engaging


The reason I've been querying the 1 hour is a user's quota resets are often longer than that, as a result I've seen situations where someone builds a large context, then hits their quota limit, waits 2+ hours, their cache is gone, their first message then eats 20%+ of their current session quota and the user doesn't want to compact as they're still trying to get the model into a good understanding of the problem, this seems to be a really painful consequence for users on anything less than a max plan which seems like an unintended consequence of Anthropic's own system design choices?

IE How their quota and caching interact with each other, it doesn't make pro and max a little different, it makes it significantly different by unintentionally penalising pro users


Yep, I still do love this little factoid


It's a fact, though, not a factoid.


Huh, valid correction, thank you, never realised that those weren't synonyms


There's problems with this approach as well I've found

I'm really beginning to feel the lack of control when it's comes to context if I'm being honest


Hi Boris

I'm curious why 1 hour was chosen?

Is increasing it a significant expense?

Ever since I heard about this behaviour I've been trying to figure out how to handle long running Claude sessions and so far every approach I've tried is suboptimal

It takes time to create a good context which can then trigger a decent amount of work in my experience, so I've been wondering how much this is a carefully tuned choice that's unlikely to change vs something adjustable


Hey, I'm working on a grand strategy game as well based on a fictional setting, would love to chat and compare notes if you're open to it, my email is in my profile


I mean, I don't disagree with you in this case, but if not this, then to a degree, what is IP for?

This just happens to be a positive example, IP still exists to restrict certain kinds of competition

I mean you can't get a clearer case of copycatting than this, as much as I'm a fan of pirate servers, assuming that they don't stifle the original game and considering calling Blizzard an 800 pound gorilla is quite an understatement in this case, I doubt this could


> I mean you can't get a clearer case of copycatting than this

I'm pretty sure Turtle WoW has its own storyline, quests, etc. The story focuses heavily on extending Vanilla.

In other words, it's not a simple copycat but a fan project.

Rather than hiring and vying for talent, Blizzard is CnD their fans away.


That's what I mean by a positive example

A fan project still encroaches and Blizzard as many have pointed out is well within their rights to do this

In case I wasn't clear enough, I'm not a fan of this move, I don't think it's a good thing they're doing, however I can't deny they can choose to do it

If we want their behaviour to be constrained, then we've got to either convince them otherwise, regulate away their ability to do this or weaken copyright to prevent this

That's the reality of the situation


> A fan project still encroaches and Blizzard as many have pointed out is well within their rights to do this

Sure, but I'm sure that IP laws don't demand you send CnD any fan project[1]. In the past, they were way more lenient. I guess they got scarred by their DotA experience. And honestly DotA mismanagement was their own fault.

Stuff like that has a hugely detrimental effect; see Games Workshop and Warhammer 40k fan projects.

[1] As far as I know the law doesn't prohibit to giving the server a license to run as a non-profit or giving them a cheap, short term license.


IANAL but from what I understand, failure to enforce your IP in situations like this is often legally interpreted as a forfeit of your IP, and creates much more friction if you ever need to enforce it down the line


Sure, but giving them a generous IP license isn't considered a forfeit of your IP.

Blizzard actually went a step beyond and asked for your forfeit of any IP that you make with their tools. Not that any of those tools was used for Turtle WoW.


So why didn’t they just make a game with their own IP and avoid this whole issue in the first place?

Oh yeah, because people didn’t want a new game, they wanted free WoW.


Why do people write fanfiction rather than writing their original stuff?

> Oh yeah, because people didn’t want a new game, they wanted free WoW.

That's an error; Turtle WoW isn't a free WoW. It's WoW fixed to classic, with 2 new races, extra content. It's basically their flavor of WoW.

Free WoW exists and it's called a pirate server. This isn't it chief.


It’s WoW but it’s not WoW?

Sounds like they’re talented game designers and they sunk their whole project because they stole art and assets. Sounds like they could have made a cool, new game with their own assets and been successful if it stands so well on its own merits.


> It’s WoW but it’s not WoW?

It's substantially different from a pirate server.

> Sounds like they’re talented game designers and they sunk their whole project because they stole art and assets.

At the end of the day, they are in essence WoW modders. Plus, a new game with own assets and engine is a different beast compared to modding an existing engine.


Yes, and talented modders sometimes become a new studio, that's all I was wondering, if that was going to happen here


> but if not this, then to a degree, what is IP for?

The same thing other state-granted monopolies are for.


Turtle WoW built off a 20 year old client with their own original content. After how many decades do you think it is acceptable for people to be allowed to mod and sell their own version of it? 75 years like with Disney? Would you feel that society would be worse off if people were allowed to sell modded N64 games?


Totally agree with this. Blizzard nowadays is a giant, but nobody would have blamed them if they remained a small studio, trying to protect what they've worked hard for to create. Just because they have a lot of money now, doesn't legally change a thing. It sucks because Blizzard has become a shitty company, and I'd like these types of devs from Turtle WoW to be able to continue their work, but you have to draw the line somewhere.


I could be wrong and being a bit naive, but what prevents them from creating an original game now?

The team have proven credentials at this point surely?

Not to mention at least some of their players must actually like what they do vs wow, unless I'm mistaken about that part and it's still mostly nostalgia


Having the prebuilt client and art assets you hack and change on saves you million of up front cost.

The foldingideas videos about decentraland talks about this. "Dead" mmorpgs work on a small skeleton crew despite the original game having taken 100s of people years to make. Looking it up the turtle wow server was like 5-10k concurrent players? A lot for sure but bordering on that category.

It takes a lot of work to manage that but nothing compared to making an original IP from scratch.


Don't disagree, just thinking it's a shame as it's non-trivial to create a good team that creates something new, even if it is on top of something old

Also, I'm not sure they have to start by creating an MMO


I wouldn't be surprised if this is not the last we hear from them. The server itself is not based on proprietary Blizzard code so they could keep using it and they already started developing their UE5 client. Maybe they will go the full way, create their own art assets and relaunch as TurtleMMO in the future.


There is no shortage of game dev talent or adjacent creatives. It’s doubtful they will go on to find roles in the industry given the current climate and they presumably don’t have the capital to gamble on multiple years of game dev for potentially no return.


It's not a small thing to create a team who's proven to ship a successful offering, trust me I've spent a lot of time trying to figure out how to do it and hitting that bar is hard

Honestly as someone building a game right now, I'd love to meet some people who are trying things and are open to meeting


I’ll never understand modding in this day and age, I got it back in the quake and half-life 1 days when teenagers didn’t have access to commercial game engines but modding total seems crazy to invest time into building on infrastructure you don’t own, you can’t successfully monetize and will likely be taken from you if you do.

Instead of just building something you own.


So much has to go right for a new game to see even moderate success. In addition to the programming, you need an art director to give your game a coherent style, 2D texture artists, 3D model and terrain artists, UI designers, music composers, narrative writers, etc, and on top of that you need a compelling universe and concepts for all of these people to work from. And then once that's all done, you need competent marketing so people actually know about this game so they can want to play it.

By comparison, with a pre-existing game much of this is already out of the way and amateurs can get pretty far by just kitbashing existing assets and occasionally mimicking them when creating new assets. Marketing can be as simple as, "this thing you liked, but more, in the way you want it". It's a much smaller lift.


> you can’t successfully monetize

this wasn't the goal of modding.


but there will be a point you'll wish you did.


If you just make “wow but with different graphics” how long until Blizzard sues you?


Wow but with different graphics is pretty much every MMO that has come out since 2004.


I guess you haven't played many MMOs. Unless you just mean "it moves like wow and and has quests" because that is not what I meant. I meant that you have to make a whole new world with its own lore and all new quests and NPCs and monsters and spells and classes and whatever. You can't literally just slap a coat of paint on WoW and expect to get away with it.


Part of the settlement might prevent them from launching a similar game for X years. Wouldn't be unheard of.


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