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Strongest of Talithar – 19

Strongest of Talithar – 19 published on 24 Comments on Strongest of Talithar – 19

This will be explained in more detail eventually, but I can give a bit away here I think. To Ellisia, Kaylin has been a part of the world before she was a player, because her backstory included information from before the game “started”. Kaylin was a couple hundred years old- at character creation, so she canonically was around many years before most. There’s lore books and things, but all of that information only covers a tiny fraction of the thousands of years of history that appear to be “missing”. Kaylin- and other PCs are seen as a source of that missing data. Why not just take the info from the game wiki and such? We’ll get to that ^_^ – For now, Ellisia wants to restore missing parts of her world, even if Kaylin doesn’t really know it all, and even if Callum has been providing information on Real Life Physics- and not specifically how things should work here O_O . . . This might also be a small hint towards who else has been brought to this world. Anyone else wondering what was done to acquire resources? I’m looking forward to that- but its going to be a while.


“Anyone else wondering what was done to acquire resources?”

It could be malloc, new or even mount ??? Getting more storage is a pretty normal operation for a program.

The AI looks reallly dumb, so it’s really just an accident that it got so smart as to try to recover lost game state, especially lost game state that has never been real, just documented as real for role play reasons. Of course the AI doesn’t know that or even understand it. My theory, that this is just a fork or a game left unsupervised (by human operators) for a some time seems really likely. The dumb AI just restarted a bunch of saved player state dumps that were never wiped during logout as these players did not log out, just disconnected and never logged back. (for network or health reasons) It also seems like an accident (a bug) that the game system saved any real work memories and personalities of the players, which should have never done in the first place.

There is something you might be forgetting. Kaylin was streaming when the incident happened. And we saw comments from some of the watchers wondering why the stream just suddenly ended.

There is likely a “RL” reason for a bunch of things going on. And considering the inconsistent dates of when people show up… It’s unlikely the players are dying and then ending up in the game, especially if there’s been no news of them dying or going comatose. Yet there is something powerful enough going on that is interrupting sessions and connections.

We could almost rule out any major world events going on, since there would likely be news about that floating among the space players. So, short of memories being rewritten (which Kaylin’s memory is indicating it’s possible), it’s unlikely a situation where some AI is saving people’s minds/souls by pulling them into the games as nukes or something hit.

So while we could assume that they are point-in-time backups of players, the oddity of the stream being actually interrupted is throwing monkey wrenches into the works.

I suspect the personal/home assistant VR AIs (Prologue 9 & 10) are involved in some manner as they would be the ones most likely to have enough data to compile virtual copies of the players and data files on the worlds they played. It might also explain a few things (but not others) on a few things, such why the players memory dates are not uniform, as those would be the last dates they were used.

“So while we could assume that they are point-in-time backups of players, the oddity of the stream being actually interrupted is throwing monkey wrenches into the works.”

It could be as simple as a player lagging off instead of logging off, so the connection of the player getting interrupted and the player not logging back in to perform a proper logoff. This could leave the player state in an uncollected (paused) state, which could be stored somewhere waiting for the player to log back in.

The players could have died of natural causes, disconnected because of a network error or just rage quit without logging off properly. This happens with irl games too, but most of the time a timer collects the player states and logs them off if the player does not reconnect.

For a really old mmo-fps-rpg game called Neocron the network disconnects were really common back in the early 2000-s, so you had a high chance of getting sync errors on zone chanes and even crossing the safe part of the main city needed a dozen of them. Also any high ping spikes could also get you de sync-ed. The game detected this and saved your state and you could resume later. Of course the world usually moved by then, getting you back to the same location at a later date when you could log in again. Properly logging off in safe zone, next to a respawn point was the proper way to exit the game.

“I’m just saying, pretty sure the game company would notice the “memory leak” of all those “unnecessary things” being simulated.”

Since the speed of time is essentially disconnected if there are no players logged in, the whole hundreds of years could be ran during a night or weeked after the last player logged off and before an admin turned off the system. Of the whole system could run on a virtual computer in the far future, where the saved server state was resumed either by a human or more advanced AI. This would mean the resources for the game are much higher than what was available during normal operation. A good example is the game Neocron mentioned above. Originally each zone needed a whole server and there more than a hundred zones. The game system was still running in 2020 when i last checked but with much less active players (a dozen at most instead of thousands). The whole system was running on a single virtual node in the cloud with each original server instance using a tiny portion of the node and running in their own process that was started only when a player entered it and shut back down when the last player exited it. Btw. that was a game where NPC/MOB AI was the same and which was which for you was determined by your faction points and your actions. Someone’s MOB could be another player’s friendly NPC.

As long as the comic’s game world remains disconnected from the real world, the real world time scale remains unknown. The game world could be running much faster than real time, covering thousands of years under a few seconds or much slower, running in the background somewhere, mostly eating up idle time. This could get us from just a few seconds after the last irl player to thousands of irl years in the future. In the first case, no human operator could have discovered (yet) the running away game state and the second case nobody cared about if for a really long time as it was not eating too many resources.

The other issue is that, near as I can tell, every NPC and Monster in this game is a full AI now. Even if we figure a low-ball estimate, we’ve still seen a bunch of cities and villages, so we’re definitely looking at hundreds of thousands of people, minimum. Quite possibly a lot more if the game is now a fully inhabited planet.

And then, given the guy from Space Accountant who popped up, we could easily be looking at a No Man’s Sky situation where we have trillions of “Explorable Planets” but now a decent chunk of them are inhabited and we could easily be looking at a nigh incalculable number of people, all needing to be simulated at the same time.

I’m just saying, pretty sure the game company would notice the “memory leak” of all those “unnecessary things” being simulated.

So, yeah, there’s definitely more going on.

Remember to tell the deity/AI/DM/Admin/Being that unchains the door, that when you respawn it’s the same as ‘not dying’ and “what didn’t kill you makes you stronger” so she gets a bonus feat 🙂

Rogue AI’s acquiring resources is always potentially ominous:
“Acquiring resources-”
“-Africa cyberformed.”
“-Luna disassembled.”
“-88 million additional organic neural processing units added and allocated.”

Thaaaat’s disturbing. I applaud your sci-fi horror.

Heh. So, now I’m thinking that Ellisia basically started as the procedural world generator, the code to generate any part of the world that wasn’t directly set up by the human developers, and thus the AI’s entire purpose is ‘make the world fit together and be internally consistent’. Add in some auto-balancing code that detects when particular tactics start becoming too powerful and adjustments need to be made…

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