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    The reason this seems like a fit for lobsters is that it’s obvious a fair amount of programming skill was involved in coming up with this exploit. It involves setting internal timers and clearing mission flags at very precise moments. I haven’t looked into it beyond the video, but it seems like they pored over the internal mission scripts looking for ways to break the internal variables.

    It reminds me of the famous SNES code injection video (https://www.youtube.com/watch?v=hB6eY73sLV0) though of course it’s not as technically impressive.

    For those of you who happen to be into speedrunning, every video Karl Jobst does is wonderful. I recommend watching a few others on this lovely Sunday.

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      I don’t think the justification is necessary; speedrunning in certain games is super interesting, and can provide insight into how game logic and AI work internally.

      A personal favourite is at the beginning of Deus Ex (the only game in the series I accept), if you throw a gas grenade at the UNATCO headquarters, the gas goes through the walls which triggers a NPC to open the main doors so he can run outside for air. This allows you to skip the entire first mission.

      Also nice that the Games Done Quick organisation/events has raised millions of dollars for cancer research.

      https://www.youtube.com/watch?v=_vCFq-jr4U4

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        Running out for air? God I need to go back and replay that game, the AI was incredible. That’s such attention to detail.

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          I’m constantly amazed by how alive the original Deus Ex felt in many ways - from small details like this to the way you could kill certain characters early and the script would just work with it.

          I’m probably just wearing my rose-tinted glasses, but I don’t know of any game since (including the sequels!) that felt as much like a proper simulation while I was playing it.

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            It might not be your cup of tea as a standard FPS, but if you’re interested in that kind of AI, play through F.E.A.R. The enemy AI is reknowned for the realism and responsiveness. They flank, take cover and wait, they sometimes retreat if they have to; the way the AI takes advantage of the environment is really impressive.

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              It was amazing. They really put the pressure on you with flanking. Later on, someone told me the A.I. had a blind spot where you could basically just rush them going for headshots. I never tried that given how smart they seemed. I just assumed it wouldn’t work. Any F.E.A.R. players here corroborate or refute that?

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        Speedrunning is just software QA testing as a spectator sport.

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        I’m not a speedrunner or even a gamer, but you’d never know it from looking at my YouTube history. I love (and subscribe to) speedrunning and glitch channels pretty extensively…because they expose the game for what it is, and I like thinking about how the program itself was built, or what was missed to allow it to break in whatever way it did.

        (Son of a Glitch come back, please.)

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          I love this attitude. It reminds me of the CharOp boards back during D&D 3.5. Given some conditions, how is it possible to break the game? There’s a thrill in it.

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              I love TvTropes, and it’s surprisingly deep for a wiki “just” about pop culture.