You’re just repeating old outdated bits of propaganda.
Also, nice that you’re estimating that there’s been no decline in population size over the past 3 years. At least you slipped a bit of truth out in an attempt to demonize them.
if you feed it back any of the claims, it defends them pretty well
it doesn't deny any of the stats and cites none of it is secret as it's all published on the public dashboard
at the same time, churn is expected for such a company, doesn't mean it's not a real business, especially as AI gets better and margins improve... I think their business model is real
probably worth 30MM too since market is untapped, cost of user acquisition is much less than average profit per user and if one of the businesses actually takes off, they have 100% vendor lock-in and take 20% off the top
The battle system is too rudimentary to capture the essence of gacha. Insofar as gacha lends itself to gameplay mechanics and not just monetization, deck/teambuilding is absolutely integral. Obviously, the game is a parody, but even as a parody I think it does a poor job of capturing that aspect of building and experimenting with your deck/team. Which is fine, not a criticism of a silly little app, but the person I was responding to asked if this is what real gacha games play like and why people play them and I do not believe this is sufficiently representative.
In fact, I would describe this as an idle game, not a gacha game. In other words, a gacha-themed Cookie Clicker reskin. The emphasis is on the gacha, but in a real gacha game, rolling gacha occupies <1% of the playtime, and this doesn't adequately capture how the gacha model intersects with real gameplay mechanics.
I am repeating myself, but somebody asked if this is what playing a gacha game is like. Elaborating that it is not is not a no true scotsman, FFS. This is "gacha", but it does not play like a gacha game.
The specific type of battle system is not inherent to a gacha, but having a gameplay system of at least moderate complexity is. The one thing that virtually all gacha games share is that they have a large number of distinct game pieces of varying rarity. This lends itself specifically to deckbuilding/teambuilding. I've played dozens of gacha games and they all have teambuilding elements. I'm sure you can find some exception that proves the rule, but it is the basis for the genre, insofar as it is one. If you wanted to actually boil a gacha game down to its abstract essence to showcase what playing a gacha game is like to someone who had never played a gacha game before, you could not possibly give them an accurate experience without it.
It certainly doesn't seem like consciousness exists. Although to disprove that hypothesis all we need is to find a single counter-example, which coincidentally all of us can provide via our personal experience of self.
It would be fine for an unconsciouss intelligence to maintain that hypothesis lacking any evidence to the contrary, but for us it seems we are just all gaslighting ourselves to ignore the one counter example we all have.
I personally know two people who are doing exactly that after a mandate rolled out at their work, the measurement is "tokens spent" and since they weren't finding many cases that required a lot of tokens they simply started to run agent loops feeding each other.
Absurdly wasteful but Goodhart's Law almost never fails.
>I'm arguing it's not "success". I don't believe that a meme stock is a truly long-term business.
Duh.
Crypto is the peak meme investment. Literally worthless, yet the market size is in trillions now, with even pension funds buying into it.
It doesn't follow any fundamentals, but as the meme markets defacto exist, there needs to be some models of valuing these investments other than fundamentals.
Based on how same models rank fluctuates week to week, all I can conclude is that no frontier models is statistically better than the other or it's too task dependent that the result cannot converge.
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