

Once researchers started building human-like AIs, some combination of adding more compute, and the new capabilities provided by the AIs themselves, would quickly catapult AI to unimaginably superintelligent levels. Over the course of a few decades, you’ve invented lots of stuff and the world is changed, but there’s no single moment when “industrialization happened”.Įliezer thought it would be lightning-fast. Each new technology provides another jumping-off point for people to use when inventing other technologies: mechanical gears → steam engine → railroad and so on. Various people invent and improve various technologies over the course of decades or centuries. Robin thought the AI revolution would be a gradual affair, like the Agricultural or Industrial Revolutions. The game is a 3 stars out of 5 for me, but I do want a sequel.In 2008, thousands of blog readers - including yours truly, who had discovered the rationality community just a few months before - watched Robin Hanson debate Eliezer Yudkowsky on the future of AI. Star Wars magic has always been to mix together mundanity with the fantastical. Why does every mission have to be 20 mins and a 'Battle of Scarif' sized engagement against multiple enemy waves and capital ships? I'd have been quite happy doing a bunch of shorter 10 minute missions where I simply have to go and scan a small convoy of freighters and maybe destroy Imperial shipments in a war of attrition, leading up to a big epic assault on a Star Destroyer. you are always with your squadron and being told what to do as each new scripted event happens. None are in expansive open space, not one.


In Squadrons each 'arena' really is small and built around a space station or a debris cluster. You were the boss and you made the choices, and you sometimes had a lot of space to cross to reach objectives - it wasn't constant pew pew, it was even kind of zen at times. Again, in X-Wing you frequently few missions alone. Two separate campaigns would really benefit a sequel. The fragmented way the game made you play a mission as a rebel, and then the next mission as an Imperial, meant that you never gained a sense of allegiance or purpose. X-Wing had concise military style briefings, and whilst 'story' and 'characters' have become an indispensable aspect of gaming today neither the story nor the characters in Star Wars: Squadrons registered beyond being an irritation.
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I've long wanted a successor to the PC masterpieces X-Wing and TIE Fighter, and whilst this game didn't achieve that standard, a sequel (with just a little tweaking) could. My personal thoughts are that the bones of a brilliant game - the gameplay - is there. It came from a relatively new and small dev studio, EA Motive in Montreal who previously had performed an assist on Battlefront II, and had their own new IP (a game titled Gaia) cancelled mid-production. It also allowed for both regular and VR play - again a rarity. It sold at a budget price, it wasn't followed by lots of DLC or expansions, and the single player campaign was just 14 missions (each about 20 mins long). It had the big name Star Wars IP but was itself a modest release.
